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Camera rotate
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Topic: Camera rotate (Read 4925 times)
LiuFeng
byte
Posts: 20
Camera rotate
«
on:
August 29, 2007, 08:03:55 pm »
What object in jpct support to move camera fllow mouseMove event like ConterStrike game??
Thank for help!
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EgonOlsen
Administrator
quad
Posts: 12297
Re: Camera rotate
«
Reply #1 on:
August 29, 2007, 08:45:06 pm »
This thread has some info about it:
http://www.jpct.net/forum2/index.php/topic,841.0.html
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LiuFeng
byte
Posts: 20
Re: Camera rotate
«
Reply #2 on:
August 30, 2007, 03:19:30 pm »
i already try to use the tip in that thread , but it throw this exeption:
Exception in thread "main" java.lang.RuntimeException: java.lang.IllegalStateException: Display must be created.
i cant not find error!
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EgonOlsen
Administrator
quad
Posts: 12297
Re: Camera rotate
«
Reply #3 on:
August 30, 2007, 05:23:42 pm »
That is the error:
Code:
[Select]
java.lang.IllegalStateException: Display must be created
You can't initialize the mouse-related stuff before an OpenGL-window has been created (i.e. before the renderer has been set). Or are you using the software renderer? Then it would be a different story.
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LiuFeng
byte
Posts: 20
Re: Camera rotate
«
Reply #4 on:
August 30, 2007, 05:56:16 pm »
no,my computer already has openGL, because i run feud_demo well
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Melssj5
double
Posts: 724
Re: Camera rotate
«
Reply #5 on:
August 30, 2007, 06:47:19 pm »
Egon means that the call to the MouseMapper have to be called after initialiting the OpenGl code. This is becausse the MouseMapper works on native OpenGl windows.
If you are using software rendering you can use normal mouse events.
code sequence
-------
build the world and all those stuff
init all the rendering stuff
init the MouseMapper stuff
renderLoop
whatever
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