RE: LDView 4.2 Released
2017-10-21, 5:37 (This post was last modified: 2017-10-21, 10:07 by Michael Horvath.)
2017-10-21, 5:37 (This post was last modified: 2017-10-21, 10:07 by Michael Horvath.)
(2017-10-21, 3:32)Travis Cobbs Wrote:(2017-10-20, 12:06)Michael Horvath Wrote: I started a thread here.
https://gamedev.stackexchange.com/questi...e-controls
As you can see, I am fumbling trying to find a solution.
I was working on a feature like this in the past, and apparently never got it working. If you set flags.keepRightSideUp to true in LDrawModelViewer, you will see what I had. Note that it sometimes twists the camera by 90 degrees briefly. I'm not sure why. It may be easier to look at what I already had and fix it than to implement it from scratch.
Using flags.keepRightSideUp is not the same solution as FPS-style controls, like in a video game.
This article has a very general explanation of the solution. But I am having a hard time applying it to LDView. (I am very new to C++.)
https://gamedev.stackexchange.com/questi...d-the-thir
[edit]
At the moment I am looking for a way to convert a matrix to something the camera can use. Is there documentation for the camera object?