1
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1answer
152 views

Camera lookAt target changes when rotating parent node

have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , ...
1
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0answers
76 views

Premultiplying matrices with Perspective destroys them

If I apply world_to_camera, perspective and camera_to_screen to my mesh, everything is okay. But if I premultiply given matrices (i.e. transform = world_to_camera * perpective * camera_to_screen) ...
1
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0answers
163 views

How do I implement a physics gun?

I'm currently trying to implement a physics gun for my game. What I want is for the entity to stay in the same position on the screen no matter how I wiggle the camera about, what is the correct way ...
0
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0answers
24 views

Is there a transformation or set of transformations that can approximate a “radial scale”?

Is there a way to, with matrices, scale something as if someone were opening a Japanese fan? I'm at a loss of what to call it, so pointers towards avenues of research would be greatly appreciated. If ...
0
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0answers
64 views

Calculating the position of an object with regards to current position using OpenGL like matrices

i have a 1st person camera that collides with walls, i also have a small sphere in front of my camera denoted by the camera position plus the distance ahead. I cannot get the postion of the sphere but ...