Timeline for How does glm::lookAt produce a View Matrix?
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 10, 2022 at 11:06 | comment | added | PentaKon | On step 2. you should add that after the TRANSLATION * ROTATION multiplication the final matrix is transposed in order to get the world-to-camera result | |
| Feb 9, 2021 at 19:56 | history | edited | Ian | CC BY-SA 4.0 | added row-major order method |
| Feb 9, 2021 at 18:43 | comment | added | DMGregory♦ | "So what I think is going on is you're effectively inverting the camera-to-world matrix to get the world-to-camera matrix." Bingo. | |
| Feb 9, 2021 at 18:40 | history | edited | Ian | CC BY-SA 4.0 | added 129 characters in body |
| Feb 9, 2021 at 18:32 | history | edited | Ian | CC BY-SA 4.0 | added 154 characters in body |
| Feb 9, 2021 at 17:35 | history | answered | Ian | CC BY-SA 4.0 |