8.010 How does the camera work in OpenGL? As far as OpenGL is concerned, there is no camera. More specifically, the camera is always located at the eye space coordinate (0., 0., 0.). To give the appearance of moving the camera, your OpenGL application must move the scene with the inverse of the camera transformation. 8.020 How can I move my eye, or camera, in my scene? OpenGL doesn't provide an interface to do this using a camera model. However, the GLU library provides the gluLookAt() function, which takes an eye position, a position to look at, and an up vector, all in object space coordinates. This function computes the inverse camera transform according to its parameters and multiplies it onto the current matrix stack. [링크 : https://www.opengl.org/archives/resources/faq/technical/viewing.htm] [링크 : http://gamedev.stackexchange.com/.../why-do-we-move-the-world-instead-of-the-camera] |
[링크 : http://blog.secmem.org/132]
[링크 : http://darkpgmr.tistory.com/84]
[링크 : http://gcland.tistory.com/189]
[링크 : https://www.opengl.org/archives/resources/code/samples/redbook/]
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