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Roll camera
#214
Replies: 1 comment
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Yeah, right now you can't. There's no particular reason we couldn't support quaternion based rotation. I had no real plans for the camera as of right now. There's a couple requirements on the view projection matrix (such as always being reverse z) but we could likely even go that far. I would want some convenience functions to make the already existent cases easier, but this should be totally possible. If you're up for PR-ing stuff, I'd be perfectly willing to help mentor. |
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Just to make sure: You can't roll the camera, right? It'd be nice if you could orientate the camera freely.
Alternatively, what if we could pass a view-projection matrix? I think that would allow for other kinds of projection too.
In my previous wgpu renderer the camera was orientated with a quaternion, which seemed good, but maybe there's reasons against it.
I'm still on my way to getting something rendered. I was just curious if you had plans for the camera.
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