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I want to mirror the screen along the X axis.
Right now I've implemented this by hand using the following code:
glm_lookat_lh(cameraPosition, cameraFront, cameraUp, cameraViewMat); cameraViewMat[0][0] *= -1.f; cameraViewMat[0][1] *= -1.f; cameraViewMat[0][2] *= -1.f; cameraViewMat[0][3] *= -1.f;
This approach makes it so that the X coordinate of the camera's position is inverted, which I don't want.
The text was updated successfully, but these errors were encountered:
Hi @badasahog,
What about flipping cameraUp for instance {1,0,0} to {-1,0,0}? glm_vec4_negate() will simply flip the vector.
cameraUp
{1,0,0}
{-1,0,0}
glm_mirror_x(view), glm_mirror_y(view), glm_mirror_z(view), glm_mirror(vec, view, dest) could also help to flip existing view maybe 🤔
glm_mirror_x(view)
glm_mirror_y(view)
glm_mirror_z(view)
glm_mirror(vec, view, dest)
Modifying projected matrix could also be an option to flip scene
Sorry, something went wrong.
that won't work because it would just flip the scene upside down (z axis).
What I want to do is use a coordinate system where x increases in the opposite direction that it does by default.
as for glm_mirror_x, etc, these functions don't appear to exist
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I want to mirror the screen along the X axis.
Right now I've implemented this by hand using the following code:
This approach makes it so that the X coordinate of the camera's position is inverted, which I don't want.
The text was updated successfully, but these errors were encountered: