I have seldom gotten as good help as I have done here. So I will try once more (thank you to everyone in the past that have helped me).
I want to make a FPS camera for my game. This is for DX (so right handed coordinate system), but I don't think that matters at al.
I have the movement and strafing ready to go. Works perfect. But now I am going to start to write the rotate by mouse code. I don't want to use Quaternions so, Matrices will have to do.
Lets say that the camera is positioned at (1,1,1), and the user pitches (tilts camera up) the camera. Is all I have to do translate the camera back to the X axis, then rotate it around the X axis as many degrees as the user pitched and then translate the camera back where it was? Is that all?
Thanks in advance.
- ØØ -
I want to make a FPS camera for my game. This is for DX (so right handed coordinate system), but I don't think that matters at al.
I have the movement and strafing ready to go. Works perfect. But now I am going to start to write the rotate by mouse code. I don't want to use Quaternions so, Matrices will have to do.
Lets say that the camera is positioned at (1,1,1), and the user pitches (tilts camera up) the camera. Is all I have to do translate the camera back to the X axis, then rotate it around the X axis as many degrees as the user pitched and then translate the camera back where it was? Is that all?
Thanks in advance.
- ØØ -