Forums > Jitter

how to rotate a camera?

December 29, 2007 | 8:55 pm

i am a bit confused regarding the position and rotate (and rotatexyz)
attribute of the jit.gl.render.
do they operate as a freelooking camera? (like camera and lookat but with
lookat bound to the camera normal?)
it seems that way.
i have a project in which i camera position and rotation. as there is not
way to rotate the camera, should i abandon the camera/lookat and apply
transformations to gl.render directly?


December 29, 2007 | 11:08 pm

from looking at the opengl docs, i see the camera messages to gl.render are
only helpers and are not part of the specs. that means i have to roll my own
if i want pitch roll and yaw? lua?

On Dec 29, 2007 10:55 PM, yair reshef wrote:

> i am a bit confused regarding the position and rotate (and rotatexyz)
> attribute of the jit.gl.render.
> do they operate as a freelooking camera? (like camera and lookat but with
> lookat bound to the camera normal?)
> it seems that way.
> i have a project in which i camera position and rotation. as there is not
> way to rotate the camera, should i abandon the camera/lookat and apply
> transformations to gl.render directly?
>



MJ
December 30, 2007 | 12:21 am

hi
send the "up" message to a jit.gl.render ,you roll the camera
default is "up 0 1 0" == pointing camera up to y

look at html-help of jit.gl.render

but to rotate camera around an object or target point you have to
calulate by yourselve i think

-mj

Op 30 dec 2007, om 00:08 heeft yair reshef het volgende geschreven:

> from looking at the opengl docs, i see the camera messages to
> gl.render are only helpers and are not part of the specs. that means
> i have to roll my own if i want pitch roll and yaw? lua?
>
> On Dec 29, 2007 10:55 PM, yair reshef < yair99@gmail.com> wrote:
> i am a bit confused regarding the position and rotate (and
> rotatexyz) attribute of the jit.gl.render.
> do they operate as a freelooking camera? (like camera and lookat but
> with lookat bound to the camera normal?)
> it seems that way.
> i have a project in which i camera position and rotation. as there
> is not way to rotate the camera, should i abandon the camera/lookat
> and apply transformations to gl.render directly?
>


December 30, 2007 | 12:51 am

missed that one, thanks~

On Dec 30, 2007 2:21 AM, MJ wrote:

> hi
> send the "up" message to a jit.gl.render ,you roll the cameradefault is
> "up 0 1 0" == pointing camera up to y
>
> look at html-help of jit.gl.render
>
> but to rotate camera around an object or target point you have to calulate
> by yourselve i think
>
>
>
> -mj
>
> Op 30 dec 2007, om 00:08 heeft yair reshef het volgende geschreven:
>
> from looking at the opengl docs, i see the camera messages to gl.renderare only helpers and are not part of the specs. that means i have to roll my
> own if i want pitch roll and yaw? lua?
>
> On Dec 29, 2007 10:55 PM, yair reshef < yair99@gmail.com> wrote:
>
> > i am a bit confused regarding the position and rotate (and rotatexyz)
> > attribute of the jit.gl.render.
> > do they operate as a freelooking camera? (like camera and lookat but
> > with lookat bound to the camera normal?)
> > it seems that way.
> > i have a project in which i camera position and rotation. as there is
> > not way to rotate the camera, should i abandon the camera/lookat and apply
> > transformations to gl.render directly?
> >
>
>
>
>
>
>


December 30, 2007 | 1:31 am

that up vector att. gives me strange results.
the help calls it a 3 float but it seems the first two floats act on the
same axis and the third one does nothing

#P window setfont "Sans Serif" 9.;
#P window linecount 1;
#P newex 0 180 40 9109513 r render;
#P flonum 192 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
#P flonum 156 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
#P flonum 120 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
#P newex 120 286 69 9109513 pak up 0. 0. 0.;
#B color 5;
#P newex 95 146 40 9109513 change;
#P newex 40 206 83 9109513 jit.gl.render thither;
#B color 5;
#P message 93 176 55 9109513 texture grid;
#P window linecount 2;
#P newex 151 175 154 9109513 jit.gl.gridshape thither @scale 0.5 0.5
0.5@texture grid @shape cube;
#P window linecount 1;
#P comment 161 136 105 9109513 hit esc for fullscreen.;
#P newex 40 146 53 9109513 t b b erase;
#P window linecount 3;
#P newex 162 92 111 9109513 jit.window thither @rect 10 50 160 160 @floating
1;
#P toggle 40 102 15 0;
#P window linecount 1;
#P newex 40 123 55 9109513 metro 20;
#P toggle 246 51 15 0;
#P newex 207 50 35 9109513 sel 27;
#P newex 162 50 40 9109513 key;
#P newex 162 72 91 9109513 prepend fullscreen;
#P newex 120 376 42 9109513 s render;
#P hidden newex 219 595 42 9109513 s render;
#P flonum 369 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 333 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 297 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 297 347 95 9109513 pak camera 0. 0. 0.;
#P flonum 222 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 186 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 150 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 150 347 89 9109513 pak lookat 0. 0. 0.;
#P fasten 27 0 21 0 5 202 45 202;
#P connect 23 0 9 0;
#P fasten 26 0 23 3 197 278 182 278;
#P fasten 25 0 23 2 161 278 163 278;
#P fasten 24 0 23 1 125 278 144 278;
#P connect 15 0 14 0;
#P fasten 15 0 22 0 100 117;
#P connect 22 1 20 0;
#P connect 17 2 21 0;
#P connect 17 0 21 0;
#P connect 20 0 21 0;
#P fasten 0 0 9 0 155 371 125 371;
#P fasten 4 0 9 0 302 371 125 371;
#P fasten 7 0 4 3 374 339 386 339;
#P fasten 6 0 4 2 338 339 358 339;
#P fasten 5 0 4 1 302 339 330 339;
#P fasten 3 0 0 3 227 339 233 339;
#P fasten 2 0 0 2 191 339 207 339;
#P fasten 1 0 0 1 155 339 181 339;
#P connect 14 0 17 0;
#P fasten 12 0 13 0 212 68 243 68 243 48 251 48;
#P fasten 11 0 12 0 167 69 204 69 204 48 212 48;
#P connect 10 0 16 0;
#P fasten 13 0 10 0 251 70 167 70;
#P window clipboard copycount 28;

On Dec 30, 2007 2:51 AM, yair reshef wrote:

> missed that one, thanks~
>
>
> On Dec 30, 2007 2:21 AM, MJ wrote:
>
> > hi
> > send the "up" message to a jit.gl.render ,you roll the cameradefault is
> > "up 0 1 0" == pointing camera up to y
> >
> > look at html-help of jit.gl.render
> >
> > but to rotate camera around an object or target point you have to
> > calulate by yourselve i think
> >
> >
> >
> > -mj
> >
> > Op 30 dec 2007, om 00:08 heeft yair reshef het volgende geschreven:
> >
> > from looking at the opengl docs, i see the camera messages to gl.renderare only helpers and are not part of the specs. that means i have to roll my
> > own if i want pitch roll and yaw? lua?
> >
> > On Dec 29, 2007 10:55 PM, yair reshef < yair99@gmail.com> wrote:
> >
> > > i am a bit confused regarding the position and rotate (and rotatexyz)
> > > attribute of the jit.gl.render.
> > > do they operate as a freelooking camera? (like camera and lookat but
> > > with lookat bound to the camera normal?)
> > > it seems that way.
> > > i have a project in which i camera position and rotation. as there is
> > > not way to rotate the camera, should i abandon the camera/lookat and apply
> > > transformations to gl.render directly?
> > >
> >
> >
> >
> >
> >
> >
>



MJ
December 30, 2007 | 6:56 am

well if you put the up vector along the z-axis you would change the
lookat point
the other two are the x and y axis
like this

#P user gswitch2 407 287 39 32 1 0;
#P user gswitch2 358 289 39 32 1 0;
#P window setfont "Sans Serif" 9.;
#P window linecount 1;
#N counter 2 0 360;
#X flags 0 0;
#P newobj 399 104 83 196617 counter 2 0 360;
#P flonum 401 179 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 411 222 64 196617 / 57.29578;
#P newex 435 254 23 196617 cos;
#P newex 395 257 21 196617 sin;
#P newex 0 180 54 196617 r render;
#P flonum 455 366 35 9 0 0 0 3 0 0 0 255 227 23 222 222 222 0 0 0;
#P flonum 419 366 35 9 0 0 0 3 0 0 0 255 227 23 222 222 222 0 0 0;
#P flonum 383 366 35 9 0 0 0 3 0 0 0 255 227 23 222 222 222 0 0 0;
#P newex 383 397 69 196617 pak up 0. 0. 0.;
#B color 5;
#P newex 95 146 40 196617 change;
#P newex 40 206 107 196617 jit.gl.render thither;
#B color 5;
#P message 93 176 69 196617 texture grid;
#P window linecount 2;
#P newex 151 175 173 196617 jit.gl.gridshape thither @scale 0.5 0.5
0.5 @texture grid @shape cube;
#P window linecount 1;
#P comment 161 136 105 196617 hit esc for fullscreen.;
#P newex 40 146 53 196617 t b b erase;
#P window linecount 3;
#P newex 162 92 111 196617 jit.window thither @rect 10 50 160 160
@floating 1;
#P toggle 40 102 15 0;
#P window linecount 1;
#P newex 40 123 55 196617 metro 20;
#P toggle 246 51 15 0;
#P newex 207 50 35 196617 sel 27;
#P newex 162 50 40 196617 key;
#P newex 162 72 91 196617 prepend fullscreen;
#P newex 383 487 56 196617 s render;
#P hidden newex 219 595 56 196617 s render;
#P window linecount 2;
#P comment 483 223 100 196617 converting degrees to radials;
#P window linecount 1;
#P comment 459 295 100 196617 play with these;
#P connect 23 0 28 1;
#P connect 22 0 27 1;
#P connect 28 1 19 0;
#P connect 27 1 18 0;
#P connect 26 0 25 0;
#P fasten 11 1 26 0 66 168 368 168 368 90 404 90;
#P connect 24 0 22 0;
#P connect 24 0 23 0;
#P connect 25 0 24 0;
#P fasten 7 0 4 0 251 70 167 70;
#P connect 4 0 10 0;
#P fasten 5 0 6 0 167 69 204 69 204 48 212 48;
#P fasten 6 0 7 0 212 68 243 68 243 48 251 48;
#P connect 8 0 11 0;
#P connect 14 0 15 0;
#P connect 11 0 15 0;
#P connect 11 2 15 0;
#P connect 16 1 14 0;
#P fasten 9 0 16 0 100 117;
#P connect 9 0 8 0;
#P fasten 18 0 17 1 388 389 407 389;
#P fasten 19 0 17 2 424 389 426 389;
#P fasten 20 0 17 3 460 389 445 389;
#P connect 17 0 3 0;
#P fasten 21 0 15 0 5 202 45 202;
#P window clipboard copycount 29;

Op 30 dec 2007, om 02:31 heeft yair reshef het volgende geschreven:

> that up vector att. gives me strange results.
> the help calls it a 3 float but it seems the first two floats act on
> the same axis and the third one does nothing
>
> #P window setfont "Sans Serif" 9.;
> #P window linecount 1;
> #P newex 0 180 40 9109513 r render;
> #P flonum 192 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
> #P flonum 156 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
> #P flonum 120 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
> #P newex 120 286 69 9109513 pak up 0. 0. 0.;
> #B color 5;
> #P newex 95 146 40 9109513 change;
> #P newex 40 206 83 9109513 jit.gl.render thither;
> #B color 5;
> #P message 93 176 55 9109513 texture grid;
> #P window linecount 2;
> #P newex 151 175 154 9109513 jit.gl.gridshape thither @scale 0.5 0.5
> 0.5 @texture grid @shape cube;
> #P window linecount 1;
> #P comment 161 136 105 9109513 hit esc for fullscreen.;
> #P newex 40 146 53 9109513 t b b erase;
> #P window linecount 3;
> #P newex 162 92 111 9109513 jit.window thither @rect 10 50 160 160
> @floating 1;
> #P toggle 40 102 15 0;
> #P window linecount 1;
> #P newex 40 123 55 9109513 metro 20;
> #P toggle 246 51 15 0;
> #P newex 207 50 35 9109513 sel 27;
> #P newex 162 50 40 9109513 key;
> #P newex 162 72 91 9109513 prepend fullscreen;
> #P newex 120 376 42 9109513 s render;
> #P hidden newex 219 595 42 9109513 s render;
> #P flonum 369 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 333 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 297 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 297 347 95 9109513 pak camera 0. 0. 0.;
> #P flonum 222 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 186 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 150 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 150 347 89 9109513 pak lookat 0. 0. 0.;
> #P fasten 27 0 21 0 5 202 45 202;
> #P connect 23 0 9 0;
> #P fasten 26 0 23 3 197 278 182 278;
> #P fasten 25 0 23 2 161 278 163 278;
> #P fasten 24 0 23 1 125 278 144 278;
> #P connect 15 0 14 0;
> #P fasten 15 0 22 0 100 117;
> #P connect 22 1 20 0;
> #P connect 17 2 21 0;
> #P connect 17 0 21 0;
> #P connect 20 0 21 0;
> #P fasten 0 0 9 0 155 371 125 371;
> #P fasten 4 0 9 0 302 371 125 371;
> #P fasten 7 0 4 3 374 339 386 339;
> #P fasten 6 0 4 2 338 339 358 339;
> #P fasten 5 0 4 1 302 339 330 339;
> #P fasten 3 0 0 3 227 339 233 339;
> #P fasten 2 0 0 2 191 339 207 339;
> #P fasten 1 0 0 1 155 339 181 339;
> #P connect 14 0 17 0;
> #P fasten 12 0 13 0 212 68 243 68 243 48 251 48;
> #P fasten 11 0 12 0 167 69 204 69 204 48 212 48;
> #P connect 10 0 16 0;
> #P fasten 13 0 10 0 251 70 167 70;
> #P window clipboard copycount 28;
>
>
>
> On Dec 30, 2007 2:51 AM, yair reshef < yair99@gmail.com> wrote:
> missed that one, thanks~
>
>
> On Dec 30, 2007 2:21 AM, MJ wrote:
> hi
> send the "up" message to a jit.gl.render ,you roll the camera
> default is "up 0 1 0" == pointing camera up to y
>
> look at html-help of jit.gl.render
>
> but to rotate camera around an object or target point you have to
> calulate by yourselve i think
>
>
>
> -mj
>
> Op 30 dec 2007, om 00:08 heeft yair reshef het volgende geschreven:
>
>> from looking at the opengl docs, i see the camera messages to
>> gl.render are only helpers and are not part of the specs. that
>> means i have to roll my own if i want pitch roll and yaw? lua?
>>
>> On Dec 29, 2007 10:55 PM, yair reshef < yair99@gmail.com> wrote:
>> i am a bit confused regarding the position and rotate (and
>> rotatexyz) attribute of the jit.gl.render.
>> do they operate as a freelooking camera? (like camera and lookat
>> but with lookat bound to the camera normal?)
>> it seems that way.
>> i have a project in which i camera position and rotation. as there
>> is not way to rotate the camera, should i abandon the camera/lookat
>> and apply transformations to gl.render directly?
>>
>
>
>
>
>


December 31, 2007 | 12:25 pm

ok, i’ll try it another way.
assume i have a point in space (camera).
-5.10 0.33 -3.56 xyz
and an angle direction at which this point is looking (look at)
-11.465012 -4.556370 50.838782 roll,pitch,yaw

what is the formula i’m looking for to bind the lookat to this point ?
like finding a point that extends on a line given a degree and origin.
i assume this will give me a freelooking camera i so need.
thanks

On Dec 30, 2007 8:56 AM, MJ wrote:

> well if you put the up vector along the z-axis you would change the lookat
> point the other two are the x and y axis
> like this
>
> #P user gswitch2 407 287 39 32 1 0;
> #P user gswitch2 358 289 39 32 1 0;
> #P window setfont "Sans Serif" 9.;
> #P window linecount 1;
> #N counter 2 0 360;
> #X flags 0 0;
> #P newobj 399 104 83 196617 counter 2 0 360;
> #P flonum 401 179 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 411 222 64 196617 / 57.29578;
> #P newex 435 254 23 196617 cos;
> #P newex 395 257 21 196617 sin;
> #P newex 0 180 54 196617 r render;
> #P flonum 455 366 35 9 0 0 0 3 0 0 0 255 227 23 222 222 222 0 0 0;
> #P flonum 419 366 35 9 0 0 0 3 0 0 0 255 227 23 222 222 222 0 0 0;
> #P flonum 383 366 35 9 0 0 0 3 0 0 0 255 227 23 222 222 222 0 0 0;
> #P newex 383 397 69 196617 pak up 0. 0. 0.;
> #B color 5;
> #P newex 95 146 40 196617 change;
> #P newex 40 206 107 196617 jit.gl.render thither;
> #B color 5;
> #P message 93 176 69 196617 texture grid;
> #P window linecount 2;
> #P newex 151 175 173 196617 jit.gl.gridshape thither @scale 0.5 0.5 0.5@texture grid @shape cube;
> #P window linecount 1;
> #P comment 161 136 105 196617 hit esc for fullscreen.;
> #P newex 40 146 53 196617 t b b erase;
> #P window linecount 3;
> #P newex 162 92 111 196617 jit.window thither @rect 10 50 160 160
> @floating 1;
> #P toggle 40 102 15 0;
> #P window linecount 1;
> #P newex 40 123 55 196617 metro 20;
> #P toggle 246 51 15 0;
> #P newex 207 50 35 196617 sel 27;
> #P newex 162 50 40 196617 key;
> #P newex 162 72 91 196617 prepend fullscreen;
> #P newex 383 487 56 196617 s render;
> #P hidden newex 219 595 56 196617 s render;
> #P window linecount 2;
> #P comment 483 223 100 196617 converting degrees to radials;
> #P window linecount 1;
> #P comment 459 295 100 196617 play with these;
> #P connect 23 0 28 1;
> #P connect 22 0 27 1;
> #P connect 28 1 19 0;
> #P connect 27 1 18 0;
> #P connect 26 0 25 0;
> #P fasten 11 1 26 0 66 168 368 168 368 90 404 90;
> #P connect 24 0 22 0;
> #P connect 24 0 23 0;
> #P connect 25 0 24 0;
> #P fasten 7 0 4 0 251 70 167 70;
> #P connect 4 0 10 0;
> #P fasten 5 0 6 0 167 69 204 69 204 48 212 48;
> #P fasten 6 0 7 0 212 68 243 68 243 48 251 48;
> #P connect 8 0 11 0;
> #P connect 14 0 15 0;
> #P connect 11 0 15 0;
> #P connect 11 2 15 0;
> #P connect 16 1 14 0;
> #P fasten 9 0 16 0 100 117;
> #P connect 9 0 8 0;
> #P fasten 18 0 17 1 388 389 407 389;
> #P fasten 19 0 17 2 424 389 426 389;
> #P fasten 20 0 17 3 460 389 445 389;
> #P connect 17 0 3 0;
> #P fasten 21 0 15 0 5 202 45 202;
> #P window clipboard copycount 29;
>
>
> Op 30 dec 2007, om 02:31 heeft yair reshef het volgende geschreven:
>
> that up vector att. gives me strange results.
> the help calls it a 3 float but it seems the first two floats act on the
> same axis and the third one does nothing
>
> #P window setfont "Sans Serif" 9.;
> #P window linecount 1;
> #P newex 0 180 40 9109513 r render;
> #P flonum 192 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
> #P flonum 156 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
> #P flonum 120 255 35 9 0 0 0 139 0 0 0 255 227 23 222 222 222 0 0 0;
> #P newex 120 286 69 9109513 pak up 0. 0. 0.;
> #B color 5;
> #P newex 95 146 40 9109513 change;
> #P newex 40 206 83 9109513 jit.gl.render thither;
> #B color 5;
> #P message 93 176 55 9109513 texture grid;
> #P window linecount 2;
> #P newex 151 175 154 9109513 jit.gl.gridshape thither @scale 0.5 0.5 0.5@texture grid @shape cube;
> #P window linecount 1;
> #P comment 161 136 105 9109513 hit esc for fullscreen.;
> #P newex 40 146 53 9109513 t b b erase;
> #P window linecount 3;
> #P newex 162 92 111 9109513 jit.window thither @rect 10 50 160 160
> @floating 1;
> #P toggle 40 102 15 0;
> #P window linecount 1;
> #P newex 40 123 55 9109513 metro 20;
> #P toggle 246 51 15 0;
> #P newex 207 50 35 9109513 sel 27;
> #P newex 162 50 40 9109513 key;
> #P newex 162 72 91 9109513 prepend fullscreen;
> #P newex 120 376 42 9109513 s render;
> #P hidden newex 219 595 42 9109513 s render;
> #P flonum 369 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 333 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 297 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 297 347 95 9109513 pak camera 0. 0. 0.;
> #P flonum 222 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 186 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 150 316 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 150 347 89 9109513 pak lookat 0. 0. 0.;
> #P fasten 27 0 21 0 5 202 45 202;
> #P connect 23 0 9 0;
> #P fasten 26 0 23 3 197 278 182 278;
> #P fasten 25 0 23 2 161 278 163 278;
> #P fasten 24 0 23 1 125 278 144 278;
> #P connect 15 0 14 0;
> #P fasten 15 0 22 0 100 117;
> #P connect 22 1 20 0;
> #P connect 17 2 21 0;
> #P connect 17 0 21 0;
> #P connect 20 0 21 0;
> #P fasten 0 0 9 0 155 371 125 371;
> #P fasten 4 0 9 0 302 371 125 371;
> #P fasten 7 0 4 3 374 339 386 339;
> #P fasten 6 0 4 2 338 339 358 339;
> #P fasten 5 0 4 1 302 339 330 339;
> #P fasten 3 0 0 3 227 339 233 339;
> #P fasten 2 0 0 2 191 339 207 339;
> #P fasten 1 0 0 1 155 339 181 339;
> #P connect 14 0 17 0;
> #P fasten 12 0 13 0 212 68 243 68 243 48 251 48;
> #P fasten 11 0 12 0 167 69 204 69 204 48 212 48;
> #P connect 10 0 16 0;
> #P fasten 13 0 10 0 251 70 167 70;
> #P window clipboard copycount 28;
>
>
>
> On Dec 30, 2007 2:51 AM, yair reshef < yair99@gmail.com> wrote:
>
> > missed that one, thanks~
> >
> >
> > On Dec 30, 2007 2:21 AM, MJ wrote:
> >
> > > hi
> > > send the "up" message to a jit.gl.render ,you roll the cameradefault
> > > is "up 0 1 0" == pointing camera up to y
> > >
> > > look at html-help of jit.gl.render
> > >
> > > but to rotate camera around an object or target point you have to
> > > calulate by yourselve i think
> > >
> > >
> > >
> > > -mj
> > >
> > > Op 30 dec 2007, om 00:08 heeft yair reshef het volgende geschreven:
> > >
> > > from looking at the opengl docs, i see the camera messages to
> > > gl.render are only helpers and are not part of the specs. that means i
> > > have to roll my own if i want pitch roll and yaw? lua?
> > >
> > > On Dec 29, 2007 10:55 PM, yair reshef < yair99@gmail.com> wrote:
> > >
> > > > i am a bit confused regarding the position and rotate (and
> > > > rotatexyz) attribute of the jit.gl.render.
> > > > do they operate as a freelooking camera? (like camera and lookat but
> > > > with lookat bound to the camera normal?)
> > > > it seems that way.
> > > > i have a project in which i camera position and rotation. as there
> > > > is not way to rotate the camera, should i abandon the camera/lookat and
> > > > apply transformations to gl.render directly?
> > > >
> > >
> > >
> > >
> > >
> > >
> > >
> >
>
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VG
January 2, 2008 | 11:52 am


January 2, 2008 | 1:40 pm


January 2, 2008 | 6:46 pm

yair reshef wrote:
> thanks, this is what i need!
>
>
>
> On Jan 2, 2008 1:52 PM, Vincent Goudard

wrote:
>
>> Have you checked the "AdvancedCameraNavigation" in the jitter example
>> patches?
>> It is well done and give a good insight on how to handle the various
>> camera parameters.
>> …vincent

that patch is great, there is only one small bug in the normalization
formula. (get vector length)
expr (sqrt(pow($f1,2)))+(sqrt(pow($f2,2)))+(sqrt(pow($f3,2)))
should be
expr sqrt(pow($f1,2)+pow($f2,2)+pow($f3,2))
marius.


January 2, 2008 | 6:52 pm

> that patch is great, there is only one small bug in the normalization
> formula. (get vector length)
> expr (sqrt(pow($f1,2)))+(sqrt(pow($f2,2)))+(sqrt(pow($f3,2)))
> should be
> expr sqrt(pow($f1,2)+pow($f2,2)+pow($f3,2))
> marius.

expr sqrt($f1*$f1+$f2*$f2+$f3*$f3)

will be faster as it avoids the somewhat expensive pow calculation.

wes


January 3, 2008 | 10:36 pm

havent followed this thread to closely, so apologies if this is not all that relevant… but should be helpful…

check this thread:

http://www.cycling74.com/forums/index.php?t=msg&goto=114888&rid=789&S=af702526900bfa359abdb0eb44366a52#msg_114888

justin


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