does anyone know where exactly the camera is in QC?
i asked this on Kineme forums some time ago and Christopher said its
at 0,0,1. im trying to move objects along a vector that goes from
the eye and through a point on the screen. from experiments i did it
turns out somewhere near 0,0,1.732. with these eye coordinates the
sprites on different scales of the same vector get approximately
same screen coordinates.
You're correct -- using OpenGL Profiler, you can spot this in the
trace (of an otherwise empty composition with the visualizer opened):
0.11 µs glMatrixMode(GL_PROJECTION);
0.67 µs glGetFloatv(GL_PROJECTION_MATRIX, 0x19a3cd04);
0.74 µs glGetIntegerv(GL_FRONT_FACE, 0x19a3ccbc);
0.59 µs glFrontFace(GL_CCW);
0.68 µs glFrustum(-0.057735, 0.057735, -0.0433013, 0.0433013,
0.1, 100);
0.66 µs glTranslatef(0, 0, -1.73205);
the frustum defines the near and far planes, and some other projection
information, and the translate sets the camera position.
My earlier estimation of it being at 0,0,1 was without collecting any
data. 1.73205 as the Z position is the correct Z coordinate.
--
[ christopher wright ]
[email protected]
http://kineme.net/
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