Coordinate system
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- Posts: 75
- Joined: Mon Sep 19, 2005 5:41 am
Coordinate system
Sorry for the newbie question, but I could find by searching. What is the coordinate system on PSP. Is it right-handed y-down like in PS2, or what?
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- Posts: 17
- Joined: Mon Sep 26, 2005 5:10 am
- Location: London, UK
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- Posts: 75
- Joined: Mon Sep 19, 2005 5:41 am
Thanks for the info all. I am still playing around with getting my existing camera code working. After not making much progress I am trying to get a simplification working first.
If I set my View Matrix up as follows:
then I get what I expect, the camera at the origin, aligned with the z-axis, and I can see parts of my scene as I would expect.
If I set my View Matrix up as follows:
Then I am not able to see anything but black screen. I am not really sure why these would be different. Does anybody have any ideas? I am wondering if it could be single vs double precision float issues? or maybe sceGuSetMatrix() has a bug in implementation?
Any help is GREATLY appreciated!!
If I set my View Matrix up as follows:
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sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();
If I set my View Matrix up as follows:
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ScePspFMatrix4 worldM;
matrix_identity( (float*)&worldM); // taken from lights.c sample code
sceGuSetMatrix(GU_VIEW, &worldM);
Any help is GREATLY appreciated!!
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- Posts: 75
- Joined: Mon Sep 19, 2005 5:41 am
Ok, so after taking a different approach I see that I can use:
Which seems to work better. I don't know why
doesn't work right, but I am off and running again...
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sceGumMatrixMode(GU_VIEW);
sceGumLoadMatrix(&worldM);
Code: Select all
sceGuSetMatrix(GU_VIEW, &worldM);