9:18:45 PM)
StephaneLenclud? : Question: why is is it that when I set my cam to position to 0,x,0 my model is not shown?
(9:19:00 PM)
StephaneLenclud? : I have a simple model viewer application
(9:19:11 PM)
StephaneLenclud? : I look at 0,0,0
(9:19:34 PM)
StephaneLenclud? : when my cam position is 0,82,1 I can see my nice model
(9:19:53 PM)
StephaneLenclud? : when I move it to 0,82,0 my model just vanish?
(9:20:02 PM)
StephaneLenclud? : Am I missing something?
(9:20:48 PM) chriswright: sounds like a near/far clip plane problem
(9:21:08 PM) chriswright: er.. no, wait.
(9:21:50 PM)
StephaneLenclud? : Mmmh funny that, that's not happening in a simple game of mine
(9:22:17 PM)
StephaneLenclud? : I still see all my models when I set the cam pos to 0,40,0
(9:23:22 PM)
StephaneLenclud? : BTW no matter the Y I get an empty screen in my model viewer if X=0 and Z=0
(9:24:02 PM)
StephaneLenclud? : If I change either of the X and Z I can see my model again
(9:24:42 PM) chriswright: try playing with fractional x/z coords, and try to find something interesting (0,40,0.1, etc)
(9:24:50 PM) chriswright: [mind you, without code this is just a bunch of handwaving]
(9:26:07 PM)
StephaneLenclud? : I get the same behavior displaying another model
(9:26:37 PM)
StephaneLenclud? : let me see
(9:30:01 PM)
StephaneLenclud? : With Z=0.1 it's just fine
(9:30:20 PM)
StephaneLenclud? : it's only when X=0 and Z=0
(9:30:44 PM)
StephaneLenclud? : So strange
(9:32:09 PM) Xmas|:
StephaneLenclud? ,
how do you set your camera position?
(9:32:28 PM)
StephaneLenclud? : let me see
(9:36:38 PM)
StephaneLenclud? : Well I have a function called
LookAt? wich is basically doing what the glu lookat function does but with fixed math since it's openGL ES
(9:37:22 PM)
StephaneLenclud? : But maybe something goes wrong in the math
(9:37:59 PM) Xmas|: I suspect your "forward" and "up" vectors are parallel when you're setting a position with X=0 and Z=0
(9:38:35 PM) Xmas|: what are the parameters you're passing to that function?
(9:41:00 PM)
StephaneLenclud? : So my lookat does a glMultMatrixx and glTranslatex
(9:41:56 PM)
StephaneLenclud? : Camera::LookAt(iPosition.iX,iPosition.iY,iPosition.iZ,iEye.iX,iEye.iY,iEye.iZ,0,ONE,0);
(9:42:11 PM)
StephaneLenclud? : so upx == upz
(9:42:51 PM)
StephaneLenclud? : upx==upz==0
(9:43:28 PM) Xmas|: iPosition is the position of your camera, and iEye the point you're looking at?
(9:43:40 PM)
StephaneLenclud? : that's right
(9:44:01 PM) Xmas|: so if iEye is 0 and iPosition.iX and iPosition.iZ are 0, you get parallel forward and up vectors
(9:44:32 PM)
StephaneLenclud? : mmmh
(9:44:47 PM) Xmas|: which means you'll get a 0 right/left vector by taking the cross product between forward and up
(9:45:01 PM) Xmas|: and you won't see anything on screen
(9:46:26 PM)
StephaneLenclud? : I have to admit my Math are bit rusty but I'm glad there is a logical explanation to my problem
(9:46:39 PM)
StephaneLenclud? : I'll write it down
(9:47:55 PM) Xmas|: It's a problem inherent to
LookAt? if you have a static up vector
(9:48:14 PM)
StephaneLenclud? : which I have
(9:48:17 PM) Xmas|: if you rotate the camera so you look along that up vector, things go black
(9:49:44 PM)
StephaneLenclud? : good to know
(9:49:58 PM)
StephaneLenclud? : thanks a lot for the explanations
(9:58:59 PM)
StephaneLenclud? : So want's the best solution to that problem?
(9:59:56 PM)
StephaneLenclud? : I guess if I always make sure the eye is like 0,0,0.0001 that would do right?
(10:01:18 PM) Xmas|: no
(10:01:56 PM) Xmas|: because then you get the same problem when your camera is at 0, y, 0.0001
(10:03:53 PM)
StephaneLenclud? : ok right but then I typically use non decimal value for my cam position