Translate the camera along it's forward axis after rotation in OpenGL?
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I want to rotate the camera 30° view = glm::rotate(view, glm::radians(-30.0f), glm::vec3(1, 0, 0));
and then move it forward along the new forward axis view = glm::translate(view, glm::vec3(0, 0, 1));
. Is this hard to achieve without having to use glm::lookAt function?
opengl coordinate-systems glm-math
add a comment |
I want to rotate the camera 30° view = glm::rotate(view, glm::radians(-30.0f), glm::vec3(1, 0, 0));
and then move it forward along the new forward axis view = glm::translate(view, glm::vec3(0, 0, 1));
. Is this hard to achieve without having to use glm::lookAt function?
opengl coordinate-systems glm-math
1
Have you tried putting those lines one after the other? If that doesn't work, try applying the transformations in reverse order.
– HolyBlackCat
Jan 3 at 11:35
see Understanding 4x4 homogenous transform matrices especially the last sublinks ... you can extract the forward direction directly from camera matrix ... but beware cumulated ModelView matrix is not a camera matrix and also camera matrix is usually inverse ...
– Spektre
Jan 3 at 18:44
add a comment |
I want to rotate the camera 30° view = glm::rotate(view, glm::radians(-30.0f), glm::vec3(1, 0, 0));
and then move it forward along the new forward axis view = glm::translate(view, glm::vec3(0, 0, 1));
. Is this hard to achieve without having to use glm::lookAt function?
opengl coordinate-systems glm-math
I want to rotate the camera 30° view = glm::rotate(view, glm::radians(-30.0f), glm::vec3(1, 0, 0));
and then move it forward along the new forward axis view = glm::translate(view, glm::vec3(0, 0, 1));
. Is this hard to achieve without having to use glm::lookAt function?
opengl coordinate-systems glm-math
opengl coordinate-systems glm-math
edited Jan 3 at 3:13
Nicol Bolas
291k34481659
291k34481659
asked Jan 3 at 2:15
John SmithJohn Smith
135
135
1
Have you tried putting those lines one after the other? If that doesn't work, try applying the transformations in reverse order.
– HolyBlackCat
Jan 3 at 11:35
see Understanding 4x4 homogenous transform matrices especially the last sublinks ... you can extract the forward direction directly from camera matrix ... but beware cumulated ModelView matrix is not a camera matrix and also camera matrix is usually inverse ...
– Spektre
Jan 3 at 18:44
add a comment |
1
Have you tried putting those lines one after the other? If that doesn't work, try applying the transformations in reverse order.
– HolyBlackCat
Jan 3 at 11:35
see Understanding 4x4 homogenous transform matrices especially the last sublinks ... you can extract the forward direction directly from camera matrix ... but beware cumulated ModelView matrix is not a camera matrix and also camera matrix is usually inverse ...
– Spektre
Jan 3 at 18:44
1
1
Have you tried putting those lines one after the other? If that doesn't work, try applying the transformations in reverse order.
– HolyBlackCat
Jan 3 at 11:35
Have you tried putting those lines one after the other? If that doesn't work, try applying the transformations in reverse order.
– HolyBlackCat
Jan 3 at 11:35
see Understanding 4x4 homogenous transform matrices especially the last sublinks ... you can extract the forward direction directly from camera matrix ... but beware cumulated ModelView matrix is not a camera matrix and also camera matrix is usually inverse ...
– Spektre
Jan 3 at 18:44
see Understanding 4x4 homogenous transform matrices especially the last sublinks ... you can extract the forward direction directly from camera matrix ... but beware cumulated ModelView matrix is not a camera matrix and also camera matrix is usually inverse ...
– Spektre
Jan 3 at 18:44
add a comment |
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Have you tried putting those lines one after the other? If that doesn't work, try applying the transformations in reverse order.
– HolyBlackCat
Jan 3 at 11:35
see Understanding 4x4 homogenous transform matrices especially the last sublinks ... you can extract the forward direction directly from camera matrix ... but beware cumulated ModelView matrix is not a camera matrix and also camera matrix is usually inverse ...
– Spektre
Jan 3 at 18:44