Here's a trick a very talented person i work with taught me :P If you have your 3x3 matrix representing rotation, translation, scaling, etc each row of the matrix represents a "relative axis" like if you had this matrix (totally made up): 1, 4, 5 2, 8, 2 9, 3, 2 if you wanted to know which direction was left and right you'd take the top row (1,4,5) as a vector and normalize it. That will give you the "right" vector, and you can multiply the vector by -1 to get the "left" vector. The 2nd row of the matrix is the Up/Down (Y) vector. The 3rd row of the matrix is the forward/back (Z) vector. cool huh? Not sure how that applies to 4x3 or 4x4 matrices though :P On 7/23/08, Roger Durañona <luo_hei@xxxxxxxx> wrote: > > I have a little math problem here. I have an opengl camera system with a > target coord (where the camera looks) and a camera position. The view is > isometric like, and I need to move the camera simulating scroll up, down, > left and right. My problem is, how do I calculate the coordinate translation > in a way that no matter the target/camera position, the scroll left always > move the camera to the left and so on? > > -- > "La naturaleza y sus leyes yacían ocultas en la noche, Dios dijo , "Sea > Newton" y todo fue luz", Alexander Pope > "Pero esto no fue lo último. El diablo gritó "Sea Einstein", y se > restableció la situación", John Collins Squire > > > > ______________________________________________ LLama Gratis a cualquier PC > del Mundo. Llamadas a fijos y móviles desde 1 céntimo por minuto. > http://es.voice.yahoo.com > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > >