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 Post subject: camera rewrite
PostPosted: Thu Oct 09, 2008 4:09 pm 
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The full rewrite of the cameras is taking more than i though. But I'm on it.


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 Post subject: Re: camera rewrite
PostPosted: Thu Oct 09, 2008 10:53 pm 
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Done.
  • Unification of the camera functions.(It was a nightmare, different cameras with different orientations)
  • All cameras now feed the raydium_camera_data array. You can always get the data of the camera with raydium_camera_get_data().
  • When freemove is called as fixed it will read the previous position/rotation of the camera and continue on that place.
  • If you are in freemove normal, and change to freemove fixed you can move the mouse and when back to freemove normal the camera still points to the same point. HOWEVER: This won't work fine if the mouse exits the window ( as freemove fixed NOT GRAB the mouse).
  • Now the orbit only has 3 parameters for center position (surely nobody have used yet, so no problem with compatibility, i hope) and it's able to change zoom with up/down arrows(in a future it will use mouse wheel).
  • Fixed a few bugs.
  • Added camtest.c for checking cameras.
Go to fix indentation :)


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 Post subject: Re: camera rewrite
PostPosted: Fri Oct 10, 2008 6:15 am 
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Joined: Sun Oct 09, 2005 10:46 pm
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Hello,

Quote:
When freemove is called as fixed it will read the previous position/rotation of the camera and continue on that place.


YES :D

I'll try it soon.

Test8 use mouse wheel (choose outboard with 'm' key, and wheel allow to slowly avance or come back (slowly)).
Can you test it. It run well on windows.

Have a nice day.

Ouille.


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 Post subject: Re: camera rewrite
PostPosted: Fri Oct 10, 2008 8:38 am 
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Thanks.
Commited new version with mouse wheel support :)


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 Post subject: Re: camera rewrite
PostPosted: Sun Oct 12, 2008 3:58 pm 
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hello,

Camera orbit move from 0,0,0 make me sick :? (sea sick in fact), i don't really understand how this work, my scene is not horisontal .

Else it's a good camera effect.

Anyway it's a great improvement

Have a nice day
Ouille


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 Post subject: Re: camera rewrite
PostPosted: Sun Oct 12, 2008 4:42 pm 
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About camera orbitmove: Do you think is there a bug? This camera just should point always to a certain point and you can move around (spherically) with a certain distance (that you can change with up/down or wheel).


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 Post subject: Re: camera rewrite
PostPosted: Sun Oct 12, 2008 7:59 pm 
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Hello,

No problem iIt work well.

Have a nice day
Ouille


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 Post subject: Re: camera rewrite
PostPosted: Mon Oct 13, 2008 7:30 pm 
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Location: gnniiiii (Scrat)
I was a bit afraid of this commit, since it's about a core functionality of Raydium, with a lot of old code, but no ... "you did well",as the Heavy say in TF2 :)

Nice job vicente !

PS: It perfectly fix the ManiaDrive wired camera behavior, when using the 'C' key.

PS2: I love the orbit camera "feeling" ! :) Ouille: It seems that adding a reference point (like a crosshair) helps to fight this motion sickness. I've seen people playing HL2 with a piece of adhesive tape in the center of their screen for this reason ;)

French reference about this, just for fun : http://www.nofrag.com/2004/nov/20/14971/


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 Post subject: Re: camera rewrite
PostPosted: Mon Oct 13, 2008 11:49 pm 
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Xfennec wrote:
I was a bit afraid of this commit, since it's about a core functionality of Raydium, with a lot of old code, but no ... "you did well",as the Heavy say in TF2 :)

Nice job vicente !
Thanks :)

Next task (or proposal) with cameras: adding colliding cameras (usefull?)


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 Post subject: Re: camera rewrite
PostPosted: Tue Oct 14, 2008 11:59 am 
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Quote:
Next task (or proposal) with cameras: adding colliding cameras (usefull?)


It could be very useful, of course. But it may be quiet tricky to get something that may correctly fit all needs on this subject. Just look at how many 3rd person commercial games have troubles with "floating cameras" :)


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 Post subject: Re: camera rewrite
PostPosted: Tue Oct 14, 2008 12:21 pm 
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Ok, I'll do some test and if i get something "good" I'll post about it.


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