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While working on tutorial 15 (camera rotations using Quaternions) I found out I have a serious bug in that last slide where I show the final view transformation matrix. I tried to use a shortcut by combining the translation and rotation matrices together but it cannot be done like that. You have to multiply them. I have just pushed a fix for that (ogldev/Common/math_3d.cpp) and I will address it again when the next video is out. Sorry.
Ответитьgreat explanation!
Ответитьthank you soooooooo much =)
ОтветитьHello, big fan of your teaching since years ago, as I have mentioned before, thanks to you I have managed to learn OpenGL by learning things from detail by looking at your theory and code.
Perhaps just a simple linear algebra that might help explain why the position of the camera is set to its negative and the camera rotation is its transpose:
The camera transform matrix in world coordinate system, would be the matrix T*R*S, where T is the actual position of the camera R orientation and S scale. that is, considering only rotation and position for now M = (T*R). In order to transform world to camera coordinate system, one simply negates the matrix M, such that M^-1. That means (T*R)^-1, which is equal to (R^-1 * T^-1) which is equal to (R.transpose * T^-1), where T will have its non-diagonal values negative such that M = (R.transpose* -T).
I wish to start someday with Vulkan... Maybe after you have a complete course on it :))
very helpful, thank you!
ОтветитьThank you so much for sharring all this knowledge and providing those resources. This helps so much with the learning process. Its super well explained as well.
Ответитьthank you so much for making this series, you are so great at explaining and for someone who is learning about 3d rendering at the same time as building a renderer your explanations help so much, and you are the only person i have found who has helped me understand it so well :D
ОтветитьPerfect explanation, Thank you so much.
Ответитьyou are awsome
ОтветитьThis is an excellent description, thank you!!
ОтветитьI truly believe that one day your series will become the go-to lectures on graphics programming.
ОтветитьPreaching to the choir here but your content is really fantastic. Thanks for the awesome series! Finding your channel made my day.
Ответитьi don’t understand, some people say the camera has no coordinates in the world space, some say that they its coordinate is at the origin and now from what i understand you say that the camera isn’t always at the origin. i am lost
ОтветитьI love how you visualize things. Makes it easier to understand what is going on with the camera behind the scenes.
ОтветитьSuper helpfull! Having a hard time with Computer Graphics but your channel is helping me so much :)
ОтветитьI've been struggling to figure out how view matrices work, but this video helped me understand it wonderfully, thank you for this amazing resource!
Ответитьthis videoo...was great..cleared all my doubts....thank you so much for your efforts 😊
ОтветитьI have never seen a teacher who teaches Graphics with such an ease. You really have a great sense of explaining. Your strong focus on explaining the concepts is really the best part of you and it makes you unique, a great and valuable teacher.
Ответитьyou are an absolute unit
Ответитьsome of the math was hard to understand, but i think if i watch it again, i will eventually get it. it feels like i'm looking at what happens when i use a glm::lookAt() behind the scenes.
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