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I think I understand now the view matrix well. We have:
objectSpace β worldSpace β cameraSpace β clipSpace β NDC space β viewportSpace
[Model matrix] [View matrix] [Projection matrix] [perspective W division] β¦
babaliaris said:
What happens when the forward direction f becomes parallel with the up vector (Looking at the scene from top-down)?
The functions fails on division by zero.
Discussed this recently here: https://www.gamedev.net/forums/topic/707867-lookat-how-to-get-the-correct-temporary-vector-up/β
Theβ¦
Why with a cam->vec (0, 1, 0) or (0, -1, 0), a rotation on the yaw axis is actually made on the roll axis ?
Is it the gimbal lock? It is present only for these two axes? How to fix this problem?
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