From 114f10e727bd9fa75d0810cc593ba620d769a03f Mon Sep 17 00:00:00 2001 From: epoch Date: Thu, 29 Mar 2018 18:15:31 -0500 Subject: updated some NOTES --- NOTES | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/NOTES b/NOTES index 7bab329..8f2f204 100644 --- a/NOTES +++ b/NOTES @@ -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. -- cgit v1.2.3