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Graphics > OpenGL 3D API > Re: Order of Tr...
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Re: Order of Transformations

by singin_dav <sone@[EMAIL PROTECTED] > Jul 6, 2008 at 07:52 AM

amphetaman@[EMAIL PROTECTED]
 a écrit :
> Greetings!

Hello

> I recently started learning OpenGL and I have run into
> quite a problem. I really have no idea how to implement a simple
> camera using OpenGL's transformation functions. What particularly
> bothers me is the order in which transformations must be applied.
> 
> Suppose the camera is located at (x, y, z) and its rotation is -45
> degrees (from the default orientation, that is, looking towards (0, 0,
> -1)).

If I don't mistake, if you want to look at (0,0,-1) the rotation is 0 
degrees from the default orientation. The 45-degrees rotation show you 
the point (-1,0,-1).

> 
> If I translate first, by calling glTranslate(-x, -y, -z), the rotation
> will have that point as its origin. I don't need that.
> 
> If I rotate first, I will have to somehow calculate the translation
> vector (because forward, for example, won't be (0, 0, -1) anymore).


If you start with OpenGL, try to learn as much as you can at 
http://nehe.gamedev.net/.
For the particular case of transformation order, have a look at lesson 
10, where it deals with "Displaying Worlds":
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=10.

Hope it helps

David
 




 5 Posts in Topic:
Order of Transformations
amphetaman@[EMAIL PROTECT  2008-07-05 13:55:12 
Re: Order of Transformations
singin_dav <sone@[EMAI  2008-07-06 07:52:30 
Re: Order of Transformations
fungus <openglMYSOCKS@  2008-07-06 14:21:56 
Re: Order of Transformations
Jonathan Campbell <jg.  2008-07-07 18:05:40 
Re: Order of Transformations
Jonathan Campbell <jg.  2008-07-07 18:07:06 

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