Its an orthographic camera, therefore you cannot move along the Z axis. You need to change your camera type to do what your trying to do.
Its an orthographic camera, therefore you cannot move along the Z axis. You need to change your camera type to do what your trying to do. Ref: Line 33, flythrough.
Cpp glOrtho(-2.0 * 64 / 48.0, 2.0 * 64 / 48.0, -2.0, 2.0, 100, 100.0); Typically, just uncomment this line, then write the following: gluPerspective(60.0, 640.0 / 480.0, 0.1, 1000.0); This will multiply a perspective matrix by the currently loaded identity matrix (LoadIdentity()). Ref: opengl.org/sdk/docs/man/xhtml/gluPerspec....
Thanks for pointing me in the right direction. Do you know what it should be changed to? I'm still learning the syntax and structure.
– ardavis Feb 16 at 5:46 I updated my answer for you. – Daniel Feb 16 at 5:47 Thanks! I'll give that a shot!
EDIT: Now, I'm also noticing that in support. Cpp, in Camera :: setProjectionMatrix, I do use gluPerspective. – ardavis Feb 16 at 5:48 Okay, adding what you said did work, I'm making much more progress than before.It doesn't seem to function as intended still though.
It seems everything is moving around a single point or something strange. I appreciate your help! – ardavis Feb 16 at 5:51 Yes that function contains what you want, instead of your glOrtho line (comment/delete it), put Camera::setProjectionMatrix().
But those lines in the pastie you posted are currently commented out. – Daniel Feb 16 at 5:51.
Without trying to work out your axis, have you tried moving the camera back and forwards along the Z axis instead of Y. Perhaps your depth axis is setup to be Z not Y.
If you're referring to: "myCamera. Slide(0, -manipulator, 0);" Yes, I have tried "myCamera. Slide(0, 0, -manipulator);", but it moves the camera up, not forward or backward.
– ardavis Feb 16 at 5:17.
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