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How do I mirror the camera along the X axis without offsetting the camera's position?
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.
Hi @badasahog,
What about flipping cameraUp
for instance {1,0,0}
to {-1,0,0}
? glm_vec4_negate() will simply flip the vector.
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 🤔
Modifying projected matrix could also be an option to flip scene
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