Author Topic: Rotation Issue  (Read 6040 times)

Offline AGP

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Re: Rotation Issue
« Reply #15 on: February 01, 2012, 07:13:14 pm »
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.

Offline EgonOlsen

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Re: Rotation Issue
« Reply #16 on: February 01, 2012, 07:25:06 pm »
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.

Offline AGP

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Re: Rotation Issue
« Reply #17 on: February 01, 2012, 07:33:46 pm »
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.

Offline EgonOlsen

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Re: Rotation Issue
« Reply #18 on: February 01, 2012, 09:35:19 pm »
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...
« Last Edit: February 01, 2012, 09:44:17 pm by EgonOlsen »

Offline AGP

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Re: Rotation Issue
« Reply #19 on: February 01, 2012, 09:41:27 pm »
But I'm using your KeyMapper on the gameloop. Is there some leftover mouse stuff?

Offline EgonOlsen

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Re: Rotation Issue
« Reply #20 on: February 01, 2012, 09:43:53 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... ;)

Offline AGP

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Re: Rotation Issue
« Reply #21 on: February 01, 2012, 09:44:46 pm »
: -)

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