Lecture 13 - Review of Pitch and Yaw
Announcements:
- P4 due Monday
- Lab 8 (pitch and yaw) due today
Review of Pitch and Yaw
Some tidbits that are the most important:
- Recall that we want to use the
glm::LookAt
method to generate. Lecture 12 - Pitch and Yaw Camera#^c529c8. - The origin is the eye of the camera. Part of moving the world to where the eye is centered is part of the view transform
V
as per
You'll need to be able to compute
Issues with This
If your gaze
So when you look straight up in a game or otherwise, you can just restrict it. Even if it's something really small like
Things for P4
For the lab we just put the eye at the origin. In lab, you'll have
To update
alpha += deltaY * scale;
beta += deltaX * scale;
Make sure for WASD that, not only for updating the eye position, we need to update the look-at point too.