diff options
author | epoch <epoch@hacking.allowed.org> | 2018-03-29 18:15:31 -0500 |
---|---|---|
committer | epoch <epoch@hacking.allowed.org> | 2018-03-29 18:15:31 -0500 |
commit | 114f10e727bd9fa75d0810cc593ba620d769a03f (patch) | |
tree | 918f4bb83bba5a6e7563fa04bb791a9c46953387 | |
parent | 4798aa7538158baeadd65433f24bd6d745a17c89 (diff) | |
download | hackvr-114f10e727bd9fa75d0810cc593ba620d769a03f.tar.gz hackvr-114f10e727bd9fa75d0810cc593ba620d769a03f.zip |
updated some NOTES
-rw-r--r-- | NOTES | 14 |
1 files changed, 7 insertions, 7 deletions
@@ -11,22 +11,22 @@ zr is roll the rotations need to be within the range: 0 <= r < 360 (so modulo 360 should work) -minimap: view from above - +z? +minimap: view from above (how it actually is in hackvr) + -x? | | | | --x --------+-------- +x +-z --------+-------- +z | | | | - -z? + +x the reason the minimap has positive x being down is so that camera view at rotation 0 is with positive x to the right so 2D vector graphics don't need any dimensions flipped -camera view: facing rotation 0 +camera view: facing rotation 0 (normal x,y plane that 2d is used to with increasing Z going away from camera.) +y | | @@ -42,7 +42,7 @@ camera view: facing rotation 0 increasing yr causes rotation counter-clockwise on the minimap. (around y axis) -this is what minetest does. I guess I'll do this. +this is what minetest does shit. I don't know if I'll change shit for this or not. camera angle 0 is north. north is +Z @@ -54,4 +54,4 @@ down is -Y there is no angle 0 actually. 0 < angle <= 360 -I guess I should use yaw. +I think OpenGL does what hackvr does except flipped Z. negative is away instead of closer. |