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authorepoch <epoch@hacking.allowed.org>2018-03-29 18:15:31 -0500
committerepoch <epoch@hacking.allowed.org>2018-03-29 18:15:31 -0500
commit114f10e727bd9fa75d0810cc593ba620d769a03f (patch)
tree918f4bb83bba5a6e7563fa04bb791a9c46953387 /NOTES
parent4798aa7538158baeadd65433f24bd6d745a17c89 (diff)
downloadhackvr-114f10e727bd9fa75d0810cc593ba620d769a03f.tar.gz
hackvr-114f10e727bd9fa75d0810cc593ba620d769a03f.zip
updated some NOTES
Diffstat (limited to 'NOTES')
-rw-r--r--NOTES14
1 files changed, 7 insertions, 7 deletions
diff --git a/NOTES b/NOTES
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@@ -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?
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--x --------+-------- +x
+-z --------+-------- +z
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- -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
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@@ -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.