Rotation Issue

Started by AGP, February 01, 2012, 06:03:12 AM

Previous topic - Next topic

AGP

Look at the commented-out stuff, which I left there on purpose. I'm going to move on to the Overlay thing and get back to this later. :- ) I'm sending you a test case soon.

EgonOlsen

Maybe you never had the working combination by accident in with all these different approaches. That's why i simply scratched the code and started new as simple as it gets...which works fine.

AGP

That was new, man, I just wrote it. I did try with rotateY() alone. I will send you a video with the e-mail about the Overlay.

EgonOlsen

#18
Please try this jar to see if it fixes the Overlay problem: http://jpct.de/download/beta/jpct.jar

It seems to be caused by camera matrices that are not 100% orthogonal, which might be the case due to the interpolation and some rounding/accuracy errors with floating point values. I think i've fixed this now by using another matrix invert method in the Overlay, but i don't get how such small differences in the matrix' values might have had such an impact. Anyway, give it a try and tell me if it works.

Edit: Wrong stuff removed...

AGP

But I'm using your KeyMapper on the gameloop. Is there some leftover mouse stuff?

EgonOlsen

Quote from: AGP on February 01, 2012, 09:41:27 PM
But I'm using your KeyMapper on the gameloop. Is there some leftover mouse stuff?
No, i'm an idiot...never mind, all is well... ;)

AGP

: -)

I think you've fixed as I haven't seen the problem in a while. Thanks a lot.