Re: [Plib-users] ssg camera woes / tranformation/coordsystem confusion
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sjbaker
From: Jakob G. <pi...@st...> - 2006-02-13 08:17:09
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Thank you very very much! This was the only thing I hadn't considered... Considering the totally different directions I was looking for the = problem in, you've saved me very much frustration... ----- Original Message -----=20 From: Eduardo Alberto Hern=E1ndez Mu=F1oz=20 To: pli...@li...=20 Sent: Sunday, February 12, 2006 9:48 PM Subject: Re: [Plib-users] ssg camera woes / tranformation/coordsystem = confusion Hi. I have some pre-SSG/own code, I'm trying to migrate to SSG.=20 However, my camera code screws up; it's as if the axes are switched, = or worse. For example, my code has a direction/rotation matrix, that indicates the users' rotation around the y axis (it could be a rotation angle = instead,=20 but I'm exploiting that it's a matrix). However, when I multiply this matrix onto the ssg camera, it rotates = around the _Z_ axis instead! Similar problems happen with other parts of the transform (which = I've=20 commented out to dissect the problem). This is a quote from a page at Steve Baker's tuxkart site at = http://tuxkart.sourceforge.net/trackdesign.html : "I come from a flight-simulation background where we use the = convention that Z-is-up - so all my software works like that. However, = the PLIB loaders know that some modellers use Y-is-up and do the axis = swap as needed. Hence, in AC3D, Y-is-up - but in the game, your models = will be converted to Z-is-up. If you find this confusing, forget I = mentioned it - everything comes out OK automagically." So I would beleive the Z axis is the Y axis are swapped in plib, so = just swapping these values when you load models and in your coordinate = handling code would do the trick. -Coz -------------------------------------------------------------------------= ----- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.15.6/257 - Release Date: = 10/02/2006 |