Moving sideways using gluLookAt(); C++

Moving sideways using gluLookAt(); C++

Content Index :

Moving sideways using gluLookAt(); C++
Tag : opengl , By : user121405
Date : November 24 2020, 03:41 PM

No Comments Right Now !

Boards Message :
You Must Login Or Sign Up to Add Your Comments .

Share : facebook icon twitter icon

iPhone : Moving in 3D Space (stepping sideways using gluLookAt)

Tag : iphone , By : Tom D
Date : March 29 2020, 07:55 AM
it helps some times To move sideways you simply have to translate the eye position along the camera's right vector.
To find the right vector, remember that the cross product of two vectors gives a perpendicular vector. So, the cross product of your forward vector and your up vector will give the right vector.
// find the Right vector. (forward cross product up)
float right[3];
right[0] = forward[1] * up[2] - forward[2] * up[1];
right[1] = forward[2] * up[0] - forward[0] * up[2];
right[2] = forward[0] * up[1] - forward[1] * up[0];

// now translate your eye position
[self setEye:[self eyeAtIndex:0] + right[0] * SPEED_MOVE atIndex:0];
[self setEye:[self eyeAtIndex:2] + right[2] * SPEED_MOVE atIndex:2];

gluLookAt and glFrustum with a moving object

Tag : cpp , By : baylisscg
Date : March 29 2020, 07:55 AM
With these it helps The answer by Nicol Bolas pretty much tells what you're doing wrong so I'll skip that. You are looking for an solution rather than telling you what is wrong, so let's step right into it.
This is code I use for projection matrix:
glViewport(0, 0, mySize.x, mySize.y);
gluPerspective(fovy, (float)mySize.x/(float)mySize.y, nearPlane, farPlane);
gluLookAt(  camera.GetEye().x,camera.GetEye().y,camera.GetEye().z,

How to keep a table from moving sideways?

Tag : html , By : Tigre
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further After some tests, I found the problem: it's the scrollbarhead which is causing the problem. I think you've got this script from some website, and this table header is adding the gap you don't want.
I "removed" it with a simple display:none, and it's working (I also changed the width to 100%):

Moving image sideways with iPad tilt

Tag : javascript , By : Lex Viatkine
Date : March 29 2020, 07:55 AM

Classic "Asteroids" controls - ship moving sideways?

Tag : chash , By : Al Dimond
Date : March 29 2020, 07:55 AM
Related Posts Related QUESTIONS :
  • Fragment Shader IN variable causes nothing to appear
  • Stroke and Fill Shapes in Cocos2dx
  • Weird result with MSAA
  • OpenGL How to calculate worldspace coordinates from frustum aligned vectors?
  • Why is scissor test behind fragment operation?
  • Build OpenCV 3.0 with OpenGL and GTK on LMDE2 (Debian 8.2)
  • Use default framebuffer depth buffer in a fbo
  • Colors in OpenGL VBOs?
  • raycasting: how to properly apply a projection matrix?
  • Equiv of glDrawpixels that operates on GPU memory?
  • How do you determine when an object is drawn on-screen in OpenGL?
  • Is it possible to make a free camera in OpenGL?
  • any Idea howto flip a Mesh to generate an Object?
  • glMultiDrawElements and glDrawElements equivalences
  • glMultiDrawArraysIndirect and trying to find which draw call it is
  • Does glRotatef rotate the normal directions as well?
  • legacy opengl - rendering cube map layout, understanding glTexCoord3f parameters
  • Prune Primitives using Geometry Shaders in OpenGL
  • Question About The Wavefront .obj Format Design
  • Why do we need texture filtering in OpenGL?
  • GLSL fragment shader - draw simple thick curve
  • How to map clicked point on surface of a sphere in OpenGL?
  • OpenGL capture 6 cube face images
  • Is OpenGL's execution model synchronous, within a single context?
  • Why would copying a value from vertex shader input to vertex shader (flat) output result in a different value?
  • shadow
    Privacy Policy - Terms - Contact Us © scrbit.com