mickyscreggs / SWEN222_GroupPage_ArtGame

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GLWindow uses view matrix for camera and not projection matrix #9

Open mootshell opened 8 years ago

mootshell commented 8 years ago

@Franimal I'm not sure if this was intentional, but the camera was never intended to be passed a view matrix, but rather, a projection matrix (slightly more convenient than having heaps of different constructors for the camera mode and parameters). The view matrix is processed internally in the camera class, hence the translate, rotate, etc. methods in the camera class.

This may cause unexpected rendering issues.

Franimal commented 8 years ago

I'll check this out now, otherwise we can talk about it tomorrow :).

Franimal commented 8 years ago

I think I was just using that for the debug camera - your renderer uses it's own camera and the UI just defines it's own view, so I guess it's not a problem.