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?










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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


















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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?










share|improve this question




















  • 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














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0








0








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?










share|improve this question
















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






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edited Jan 3 at 3:13









Nicol Bolas

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asked Jan 3 at 2:15









John SmithJohn Smith

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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














  • 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












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