标签: opengl
要计算相机的外观矢量,方法是
look.x = sin(horizontal angle) * cos(vertical angle) look.y = sin(vertical angle) look.z = cos(horizontal angle) * cos(vertical angle) 为什么这样计算?
look.x = sin(horizontal angle) * cos(vertical angle) look.y = sin(vertical angle) look.z = cos(horizontal angle) * cos(vertical angle)
我从一些地方读到,人们说第三列是视图矩阵的前向矢量,也是指向视图矩阵的-1 z轴的矢量。前两列是此新参考坐标的左矢量和向上矢量。为什么会这样?