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Camera Xform

Started by Asheh Mar 13, 2007 at 9:24 AM 0 replies 700+ views
Original Post
Asheh
Asheh
Dont know what the problem is but I have objects in my world that are all transformed correctly but when I come to adding a camera transform it doesnt seem to work. I have a matrix which should be the current camera transform but do I have to multiply that by each object? Or is there a function which sets the current view matrix? A little stuck.
iNsAn1tY
iNsAn1tY
In OpenGL, the world and view matrices are combined into the modelview matrix. Load your camera transform matrix into OpenGL's modelview matrix before you start rendering, push it on to the matrix stack when you're doing local object transformations, then pop it off to render the next object...
My opinion is a recombination and regurgitation of the opinions of those around me. I bring nothing new to the table, and as such, can be safely ignored.[ Useful things - Firefox | GLee | Boost | DevIL ]

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