Game Development Reference
In-Depth Information
Figure 4.3 An object translated and then rotated about the world's origin instead
of about its own origin.
View/Camera Space
Once all the models are positioned and oriented in the world, the next thing to
consider is the location of the camera. A scene or level could be entirely static,
but if the position of the camera changes, it changes what is ultimately displayed
onscreen. This is known as view or camera space and is demonstrated in Figure
4.4 .
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