3D coordinate system - a different question about the same thng. Maybe this one wil work bette(?)
"R.Wieser" <[email protected]> Wed, 29 Jan 2025 12:18:38 +0100
| Newsgroups | comp.os.ms-windows.programmer.win32,alt.comp.os.windows-xp,alt.windows7.general |
|---|---|
| Organization | A noiseless patient Spider |
| Message-ID | <[email protected]> |
> Now I'm at a point where I want to make it conform to a/the standard, > and have done a few websearches for 3D coodinate systems and their > specifics. The reason for this is that a game I'm tinkering with seems to have its objects (cars, boats, NPCs) (with +Z=Up) aligned with the +Y (into the screen) axis when its rotation is Zero (identity matrix). And that means that when I want to calculate something "in front" of such an object troubles arise, as the standard sin/cos expect the angle to start at the +X, not at +Y axis. I've tried to create a projection (by applying an glRotate of 90 degrees over the Up axis) that looks over the +X axis, but that just moves the "angle is off by 90 degrees" problem from one point to another other. :-( So, maybe the question is : how do I set up a projection which allows the objects, at rotation Zero, to be looking over the +X axis. Regards, Rudy Wieser