I’m trying to make a solar system where you can see Pluto from Earth. It seem that the OGL processing make it too small to be drawn. I think I need to control the rendering so that, if the radius is too small to be drawn, I can just set it to 1f.
I’ve written a whole engine so that I can control the drawing and now I’m at the hard part. I’m not sure how to do all the matrix manipulation. I even have the OpenGL Game Programming book. It skips over the critical part (showing inputs (and outputs) for the different matrices) because it’s relying on the old matrix stack system.
I just realized that I should have just rewritten the ogl renderer.
Some things I can’t figure out.
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How do you get the ‘lookAt’ for a ship that rotates all directions?
Can I use the camera matrix?
Vector3f lookDirection = cameraMatrix.toRotationMatrix().getColumn(Z);//Z = 2 -
is there a tutorial with all the modelMatrix, viewMatrix, projectionMatrix inputs and the post vertex processing stuff (perspective divide and viewPort transform)?