Hi all,
I've written different "camera" codes, one uses spherical polar
notation with two angles, the other one uses a quaternion for
rotation. However I feel like I'm missing out on something. So many
calculations are done by the opengl library, so I should be able to
make use of at least some of them.
So the question is, is there any way that I can glRotate and find the
current internal direction vector or orientation matrix? glGet
GL_CURRENT_NORMAL always gives me 0, 0, -1. I think there should be a
way to calculate the real (non-relative) normal vector of a polygon
surface, maybe use that polygon to find the camera normal vector.
Perhaps there is a GLSL way? I haven't looked into that one yet.
Thanks for your attention.


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