Hi! Does anybody know how to extract the viewing direction from an
arbitaty camera matrix?
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If you are using OpenGL, the viewing direction is the negative of the
3rd row of the viewing matrix. (This is assuming your viewing transform
uses only translations and rotations, not anything weird…)
Well the problem is i need to be able to extract viewing directions from
ALL kind of viewing matrices, not only from the OGL one or from UVN one,
etc. I need a way to figure a viewing vector, only looking at the camera
This should work for any view matrix afaik.
What I meant by saying “assuming you are using OpenGL” is that it
depends on the eye space convention. OpenGL uses a right-handed eye
space, so the -Z axis is in front of the eye; in D3D, the eye space is
left-handed, so the +Z axis is in front (and in this case you would just
take the third row rather than its negative).
The only other thing that would matter is row vs. collum major…
Thanks to all of you! It actually works!!! *YAY*