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gluLookAt

Started by Farabi, August 28, 2005, 01:35:12 AM

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ninjarider

ok.

to actually move it u would have to change x1, y1, z1. to move the camera left change x1. keep in mind that the camera will constantly look at x2, y2, z2. x3, y3, z3 just makes movement look really wierd so keep them to {0,1,0}. unless u get into making a fighter simulator then when u get to needing the roll u play with those 3.

hometown.aol.com\bloodycyborge\opengl.exe

x = Sin(CameraAngle.y * PI / 180)
y = Sin(CameraAngle.x * PI / 180)
Z = Cos(CameraAngle.y * PI / 180)

With CameraPosition
    gluLookAt .x, .y, .Z, .x + x, .y + y, .Z + Z, Sin(CameraAngle.Z * PI / 180) * Z, Cos(CameraAngle.Z * PI / 180), Sin((360 - CameraAngle.Z) * PI / 180) * x
End With

thats what the function looks like in the program.

Crocodile.Siberi@n

I've got the different problem.
When I use glLookAt to move camera it "shakes" the rendering image
It seems that camera is changing its distance to object (i've got like NFS camera spotting the car

hitchhikr

It's possible that you're using something like camera position + FrameRate or similar code, if not then paste your code.