Game Development Reference
In-Depth Information
Figure 4.4 Camera space.
Soweneedanothermatrix thattells thegraphicscardhowtotransformthemodels
from world space into a coordinate space that is relative to the camera. The matrix
most commonly used for this is a look-at matrix . In a look-at matrix, the position
of the camera is expressed in addition to the three coordinate axes of the camera.
For a row-major left-handed coordinate system, the look-at matrix is expressed as
where L is the left or x-axis, U is the up or y-axis, F is the forward or z-axis, and T
is the translation. In order to construct this matrix, these four vectors must first be
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