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Warp wrote:
> Christopher James Huff <cja### [at] gmail com> wrote:
>
>>Not if you need the camera to roll. If you don't, though, that'd be the
>>easiest way to do it. And with a little more work, you could figure the
>>appropriate amount to roll the camera.
>
>
> If you multiply the location, look_at and sky vectors with the
> transformation matrix (with the sky vector translation should not
> be performed) it should give the same result as if a direct matrix
> transformation was added to the camera block.
>
That should work, but I suspect it will lead to the same result if the
matrix is somehow not accurate enough...
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