Difference between revisions of "Coordinate system"
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A few words on jPCT's coordinate system, because it causes some confusion from time to time. In "normal" GL-like coordinate system, positive x goes to the right, y goes up and z comes out of the screen. In jPCT, this is rotated 180° around x, so that x still goes to the right, but positive z goes INTO the screen and positive y goes DOWN. | A few words on jPCT's coordinate system, because it causes some confusion from time to time. In "normal" GL-like coordinate system, positive x goes to the right, y goes up and z comes out of the screen. In jPCT, this is rotated 180° around x, so that x still goes to the right, but positive z goes INTO the screen and positive y goes DOWN. | ||
If you want/have to use third party code that uses a different system, some conversion is needed, which should be pretty simple to do. | If you want/have to use third party code that uses a different system, some conversion is needed, which should be pretty simple to do. | ||
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+ | [[File:Jpctcoords.png]] | ||
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+ | [[Category:jPCT]] | ||
+ | [[Category:jPCT-AE]] |
Latest revision as of 16:35, 11 December 2017
jPCT's coordinate system
A few words on jPCT's coordinate system, because it causes some confusion from time to time. In "normal" GL-like coordinate system, positive x goes to the right, y goes up and z comes out of the screen. In jPCT, this is rotated 180° around x, so that x still goes to the right, but positive z goes INTO the screen and positive y goes DOWN. If you want/have to use third party code that uses a different system, some conversion is needed, which should be pretty simple to do.