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	<title>Comments on: 23. OpenGL Camera Part 2</title>
	<atom:link href="http://www.swiftless.com/tutorials/opengl/camera2.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.swiftless.com/tutorials/opengl/camera2.html</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1679</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Mon, 23 May 2011 02:05:25 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1679</guid>
		<description>Hi drew,

That&#039;s a problem with how Wordpress converts the characters.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi drew,</p>
<p>That&#8217;s a problem with how WordPress converts the characters.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: drew</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1678</link>
		<dc:creator>drew</dc:creator>
		<pubDate>Sun, 22 May 2011 17:52:29 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1678</guid>
		<description>In Code::Blocks, you need to replace the single quotation marks. But good overall code!!!</description>
		<content:encoded><![CDATA[<p>In Code::Blocks, you need to replace the single quotation marks. But good overall code!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Glut Camera/stray error: need tutorial/advice</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1677</link>
		<dc:creator>Glut Camera/stray error: need tutorial/advice</dc:creator>
		<pubDate>Sun, 22 May 2011 00:22:09 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1677</guid>
		<description>[...] 23          Code is adapted from: 23. OpenGL Camera Part 2 &#124; Swiftless Tutorials [...]</description>
		<content:encoded><![CDATA[<p>[...] 23          Code is adapted from: 23. OpenGL Camera Part 2 | Swiftless Tutorials [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1666</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Fri, 20 May 2011 02:19:35 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1666</guid>
		<description>Hi Joshua, 

It doesn&#039;t technically have gimbal lock when you first start, it can however suffer from gimbal lock. This is only a starter, as we don&#039;t want to scare people away with quaternions straight away.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Joshua, </p>
<p>It doesn&#8217;t technically have gimbal lock when you first start, it can however suffer from gimbal lock. This is only a starter, as we don&#8217;t want to scare people away with quaternions straight away.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Joshua</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1651</link>
		<dc:creator>Joshua</dc:creator>
		<pubDate>Mon, 16 May 2011 20:20:13 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1651</guid>
		<description>This implementation has gimbal lock</description>
		<content:encoded><![CDATA[<p>This implementation has gimbal lock</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Simple OpenGL Keyboard and Mouse FPS Controls &#124; r3dux.org</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1647</link>
		<dc:creator>Simple OpenGL Keyboard and Mouse FPS Controls &#124; r3dux.org</dc:creator>
		<pubDate>Fri, 13 May 2011 00:19:08 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1647</guid>
		<description>[...] SuperBible and did some googling, where I came across Swiftless&#8216; camera tutorials (Part 1, Part 2, Part 3) which gave me a really good start (Thank you, Swiftless!) on how to manipulate the [...]</description>
		<content:encoded><![CDATA[<p>[...] SuperBible and did some googling, where I came across Swiftless&#8216; camera tutorials (Part 1, Part 2, Part 3) which gave me a really good start (Thank you, Swiftless!) on how to manipulate the [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1618</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Thu, 21 Apr 2011 00:58:02 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1618</guid>
		<description>Hi Enrico,

That&#039;s definitely true about math.h and M_PI!

As for saying what I&#039;m doing is incorrect, I hate to disappoint, but there is absolutely nothing wrong with it. In fact, it is a lot riskier to mess around with your GL_PROJECTION matrix and debugging your camera code can be a massive pain. The GL_PROJECTION matrix defines the projection from 3D to 2D on our screen, not where we are in our 3D scene.

As a camera moves around a 3D scene, it makes a lot more sense to move the objects around the point of projection, to me that makes more sense anyway.

I recommend you take a look at the following article on GL_PROJECTION abuse:
http://www.sjbaker.org/steve/omniv/projection_abuse.html

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Enrico,</p>
<p>That&#8217;s definitely true about math.h and M_PI!</p>
<p>As for saying what I&#8217;m doing is incorrect, I hate to disappoint, but there is absolutely nothing wrong with it. In fact, it is a lot riskier to mess around with your GL_PROJECTION matrix and debugging your camera code can be a massive pain. The GL_PROJECTION matrix defines the projection from 3D to 2D on our screen, not where we are in our 3D scene.</p>
<p>As a camera moves around a 3D scene, it makes a lot more sense to move the objects around the point of projection, to me that makes more sense anyway.</p>
<p>I recommend you take a look at the following article on GL_PROJECTION abuse:<br />
<a href="http://www.sjbaker.org/steve/omniv/projection_abuse.html"  rel="nofollow">http://www.sjbaker.org/steve/omniv/projection_abuse.html</a></p>
<p>Cheers,<br />
Swiftless</p>
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	</item>
	<item>
		<title>By: Enrico</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1615</link>
		<dc:creator>Enrico</dc:creator>
		<pubDate>Wed, 20 Apr 2011 09:56:47 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1615</guid>
		<description>Hi, two suggestions:

- if you include math.h you can use the M_PI define for the pi angle.
- you are moving the modelview around, it&#039;s incorrect, you want to move the camera, so in the display you should traslate and rotate the GL_PROJECTION, and then before the return point, set the GL_MODELVIEW again. Obviously, if you do this you have to change all the functions, but it&#039;s the correct way.

Anyway very good tutorial keep up the good work!</description>
		<content:encoded><![CDATA[<p>Hi, two suggestions:</p>
<p>- if you include math.h you can use the M_PI define for the pi angle.<br />
- you are moving the modelview around, it&#8217;s incorrect, you want to move the camera, so in the display you should traslate and rotate the GL_PROJECTION, and then before the return point, set the GL_MODELVIEW again. Obviously, if you do this you have to change all the functions, but it&#8217;s the correct way.</p>
<p>Anyway very good tutorial keep up the good work!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Grugi</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-1597</link>
		<dc:creator>Grugi</dc:creator>
		<pubDate>Sat, 09 Apr 2011 21:00:54 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-1597</guid>
		<description>Really good. It helped me a lot. I&#039;m working OpenGL with SDL instead GLUT, but that strafe movement was what I wanted to learn how to implement.
I was using gluLookAt() to try to do that, but I understood the way you did. Thanks!</description>
		<content:encoded><![CDATA[<p>Really good. It helped me a lot. I&#8217;m working OpenGL with SDL instead GLUT, but that strafe movement was what I wanted to learn how to implement.<br />
I was using gluLookAt() to try to do that, but I understood the way you did. Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jake</title>
		<link>http://www.swiftless.com/tutorials/opengl/camera2.html/comment-page-1#comment-800</link>
		<dc:creator>Jake</dc:creator>
		<pubDate>Sun, 20 Jun 2010 21:10:30 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=191#comment-800</guid>
		<description>Hello,

I am working on a project that involves being able to walk around a scene using the asdw keys and looking around using the arrow keys.  I just recently added lighting effects to the mix.  I also have a variable &#039;mode&#039; that determines whether the scene is viewed in orthogonal mode or perspective mode.  In orthogonal mode, I not able to change the position of the camera or eye (however you wanna think of it).  You can only walk around in the perspective mode.  When in orthogonal mode, the lighting effects work.  But as soon as I switch to perspective mode, it is as if I never applied the lighting effects.  The global ambiance is back and light intensities do not change.  Would you have any insight as to why this would be happening.  I was wondering if it had anything to do with the specific method you used to create the first person perspective as opposed to using something like gluLookAt().  Thanks</description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>I am working on a project that involves being able to walk around a scene using the asdw keys and looking around using the arrow keys.  I just recently added lighting effects to the mix.  I also have a variable &#8216;mode&#8217; that determines whether the scene is viewed in orthogonal mode or perspective mode.  In orthogonal mode, I not able to change the position of the camera or eye (however you wanna think of it).  You can only walk around in the perspective mode.  When in orthogonal mode, the lighting effects work.  But as soon as I switch to perspective mode, it is as if I never applied the lighting effects.  The global ambiance is back and light intensities do not change.  Would you have any insight as to why this would be happening.  I was wondering if it had anything to do with the specific method you used to create the first person perspective as opposed to using something like gluLookAt().  Thanks</p>
]]></content:encoded>
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