Timeline for Extract a rotation matrix given a camera direction (vector) and a up vector for the camera?
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 18, 2023 at 11:14 | answer | added | LC117 | timeline score: 1 | |
| May 14, 2016 at 21:58 | vote | accept | Lamda | ||
| Apr 25, 2016 at 20:42 | answer | added | WafflesTasty | timeline score: 5 | |
| Apr 23, 2016 at 21:46 | comment | added | Lamda | The position of the camera, is any position on the sphere. | |
| Apr 23, 2016 at 21:04 | comment | added | Patrick Hughes | You're going to need a camera Position, unless I'm mistaken. | |
| Apr 23, 2016 at 12:03 | comment | added | Lamda | This is a bit related to my other post: gamedev.stackexchange.com/questions/120343/… The situation is the same, but i am not sure how i should construct it using vectors. | |
| Apr 23, 2016 at 12:00 | comment | added | Bálint | Of you have the rotation of the camera, why not use that instead of what you're currently doing? | |
| Apr 23, 2016 at 11:58 | comment | added | Tim | What are you looking for exactly, how to create a view matrix facing your object or the transformation matrix for one object to face another? | |
| Apr 23, 2016 at 11:54 | history | edited | Lamda | CC BY-SA 3.0 | added 8 characters in body |
| Apr 23, 2016 at 11:28 | history | asked | Lamda | CC BY-SA 3.0 |