Re: [Algorithms] Up Vector in Projection Matrix
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From: Pai-Hung C. <pa...@ac...> - 2000-08-09 20:41:21
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> I'm no D3D expert - but I'll presume this is similar to the OpenGL 'glLookAt' > stuff. > > When you specify a point or direction to "look at", you have only specified > two of the degrees of freedom of the system. That object could be in the > middle of the screen - either upside-down - or right way up - or at any > 'roll' angle in between. > > The 'up' vector only has to be enough to resolve that issue - and only one > of its degrees of freedom is needed. Hence, there are a wide variety of > vectors that will do the job. The only constraint is that the up vector > and the 'look direction' are not parallel. > > Hence, so long as your character can't look absolutely vertically upwards > or absolutely vertically downwards, an 'up' vector of (0,1,0) will do fine. That explains everything (though I don't know why/how the underlying math works). An ever-confusing question got explained! Thanks a lot! :-) Pai-Hung Chen |