Thanks. Can you explain the part of the example d = sqrt( xx² + yx² + zx² )? Everything else I understand... – Jeff Storey Apr 13 at 14:09 The rotational part also contains any scaling done.
If you'd set it to just identity, any scaling was lost. So we're determining the length of one of the rotation base vectors (any of the rotation base vectors would do) and use it to scale the identity to what has been applied before. – datenwolf Apr 13 at 14:28 That makes sense.
Though what is strange in my example is that I just printed out the modelview matrix and it is all 0, regardless of how I rotate the scene. I wouldn't expect that...I am using a 3rd party lib for much of the rendering though. I wonder if it is doing some other translations/rotations I don't know about.
– Jeff Storey Apr 13 at 14:32.
My first though is to use the "gluLookAt" matrix. opengl.org/resources/faq/technical/viewi... I would say, that you keep the position of the 2d objects, and then take the "eye" or camera position and set that as the target value for the 2d objects. It should keep them facing the camera.
If that's the case, I cannot do that because that would affect other objects in the scene. Basically the 2d objects should always be facing forward, regardless of how the camera is facing the other objects in the scene. – Jeff Storey Apr 13 at 3:27.
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