I know. there was already a post about 3d in 2d, but it floated down to the bottom, and i need help lol
I am sorry this is from DarkGDK so there are types in here. just think of em as variables. d.x is the x distance from object to camera d.y is y distance z is the z distance. camMat.m00,10,20,01,11 blaa blaa blaa is the camera rotation matrix. it's 3x3 matrix.
d.x = (d.x*camMat.m00)+(d.y*camMat.m10)+(d.z*camMat.m20);
d.y = (d.x*camMat.m01)+(d.y*camMat.m11)+(d.z*camMat.m21);
d.z = (d.x*camMat.m02)+(d.y*camMat.m12)+(d.z*camMat.m22);
isn't this the correct formula to find the rotated vector?
Again sorry about the DarkGDK but no one would answer in the DarkGDK forum(i geuss no one wanted to touch this hahaha) I know latch was helping before so i was just wondering.
Edit:
Nevermind! I got it! it had to do with the fact that i needed to use radians and the way i was calculating the angleX and angleY(i was doing mouse look)
I do have another question. How would i know how to move the camera 'forward' after rotation?
New Site! Check it out \/