Home>

I can't see the model in the camera by fading out of the screen. Below is the value of the x-file.

Frame Scene_Root {

 FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000 ;;
 }
  Frame body {
FrameTransformMatrix {1.278853,0.000000, -0.000000,0.000000,0.000000,0.000000,1.123165,0.000000,0.000000,-1.470235,0.000000,0.000000,0.135977,2.027985,133.967667,1.000000 ;;
  }


For the time being, I decided to get the position of 133.967667 with the following value of the identity matrix. It is the value as it is in the x file without calculation.

1.278853,0.000000, -0.000000,0.000000,
0.000000,0.000000,1.123165,0.000000,
0.000000, -1.470235,0.000000, 0.000000,
0.135977,2.027985,133.967667,1.000000 ;;


By the way
Maybe it's called world coordinates? The matrix after rotation and after movement is
I used qx, qy, qz, but how can I calculate with a matrix of a [4] [4]?

gluLookAt (0.4,0.5,0.9, // 0.4,0.5,0.9
0.135977, 2.0, 133.967667,
0.0, 0.0, 1.0);
Set to

gluPerspective (32.0, (double) (600/573)
, 1.5f, 10000.0f);// 40.0, 1.5f, 10000.0f // 40.0 1.0f 1000.0f
It is set to. Model object on the screen
How can I get it out?

Postscript: Even the 3 * 3 matrix of a [3] [3] did not appear on the screen.

  • Answer # 1

    Adjust the viewpoint, and if it deviates from the screen, adjust the position and viewpoint again and again, and 133.96766 seems to be able to manage. I'm sorry if I make a mistake. I wonder how I can do it, but I made a mistake because of the balance with the ground.

Related articles