Hi everyone i’m having a problem, i’ve got a model from 3ds max and i’m drawing it in my opengl scene. The X model coord i’m multipling by -1, and swaping Y with Z. Model looks good. Now i have a camera rotation:
R= [-0.00787758403400 -0.99987368071328 -0.01380457484584][-0.05022239161841 -0.01339197533679 0.99864826960082][-0.99870699158958 0.00856023442823 -0.05011055115063]
And camera position:
C=[-666.49300000000005, -28.12390000000000, 11.28040000000000]
Now i think in 3ds max the transformation matrix looks like:
[R]
[C]
:
[-0.00787758403400 -0.99987368071328 -0.01380457484584 ]
[-0.05022239161841 -0.01339197533679 0.99864826960082 ]
[-0.99870699158958 0.00856023442823 -0.05011055115063 ]
[-666.49300000000005 -28.12390000000000 11.28040000000000 ]
Also i have a focal length:
f=1549.17 but i don’t know is it important.
This camera is looking at the model. Now what should i do with this matrix to get the same view in my openGL project?
What is the position of the camera, what is the target that camera is looking at and what is the up vector that i need to gluLookAt(). I was searching in the internet but i couldn’t find anything.