aaaaah!!! neeeeet, this camera() function, just what I was looking for. a simple flip (1.0 for it's value) on the upY component would make the axes cartesian, no?
I hope you didn't think I was proposing to change the axes. It wasn't at all what I meant, I was just trying to understand why of that sense for the axes. Now I do.
This camera function is great and provides the freedom fry mentioned. good work.
One little question what are the default camera values, that would a nice addition to the reference.
Another little question is what would be the difference of using the structure beginCamera() and endCamera() with the lookat() inside:
Code:
beginCamera();
resetMatrix();
translate(...);
rotateX(...);
rotateY(...);
rotateZ(...);
lookat(...);
endCamera();
or using a simple camera() function:
Code:
camera();
Are these expressions equivalent, but separated in order to:
-optimize (on speed and calculus) when making changes to some of the camera values and not all
or
-allow different approaches to the camera positioning
The other little thing I don't understand is these new functions: perspective() and frustrum()
Are these two different ways (different parameters) in order to define the same thing (the projection matrix).
Or am I just mixing all the concepts up???
sorry if there's some nonsense in what I say.
ricard