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It's best to do all of this in the GPU using the World and View matrices, not by modifying where you draw the objects on the CPU.

That way, you can change the camera arbitrarily (even zoom it in and out!) and it will just magically work. You can still do view culling as well to save on draw time. And none of your code for drawing the world will have to change after you've setup the view and world matrices correctly.

In SDL, you can probably just inline OpenGL calls such as glOrtho and glTranslate.

See this threadthis thread.

It's best to do all of this in the GPU using the World and View matrices, not by modifying where you draw the objects on the CPU.

That way, you can change the camera arbitrarily (even zoom it in and out!) and it will just magically work. You can still do view culling as well to save on draw time. And none of your code for drawing the world will have to change after you've setup the view and world matrices correctly.

In SDL, you can probably just inline OpenGL calls such as glOrtho and glTranslate.

See this thread.

It's best to do all of this in the GPU using the World and View matrices, not by modifying where you draw the objects on the CPU.

That way, you can change the camera arbitrarily (even zoom it in and out!) and it will just magically work. You can still do view culling as well to save on draw time. And none of your code for drawing the world will have to change after you've setup the view and world matrices correctly.

In SDL, you can probably just inline OpenGL calls such as glOrtho and glTranslate.

See this thread.

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mklingen
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ItsIt's best to do all of this in the GPU using the World and View matrices, not by modifying where you draw the objects on the CPU.

That way, you can change the camera arbitrarily (even zoom it in and out!) and it will just magically work. You can still do view culling as well to save on draw time. And none of your code for drawing the world will have to change after you've setup the view and world matrices correctly.

In SDL, you can probably just inline OpenGL calls such as glOrtho and glTranslate.

See this thread.

Its best to do all of this in the GPU using the World and View matrices, not by modifying where you draw the objects on the CPU.

That way, you can change the camera arbitrarily (even zoom it in and out!) and it will just magically work. You can still do view culling as well to save on draw time. And none of your code for drawing the world will have to change after you've setup the view and world matrices correctly.

In SDL, you can probably just inline OpenGL calls such as glOrtho and glTranslate.

See this thread.

It's best to do all of this in the GPU using the World and View matrices, not by modifying where you draw the objects on the CPU.

That way, you can change the camera arbitrarily (even zoom it in and out!) and it will just magically work. You can still do view culling as well to save on draw time. And none of your code for drawing the world will have to change after you've setup the view and world matrices correctly.

In SDL, you can probably just inline OpenGL calls such as glOrtho and glTranslate.

See this thread.

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mklingen
  • 3.7k
  • 1
  • 21
  • 28

Its best to do all of this in the GPU using the World and View matrices, not by modifying where you draw the objects on the CPU.

That way, you can change the camera arbitrarily (even zoom it in and out!) and it will just magically work. You can still do view culling as well to save on draw time. And none of your code for drawing the world will have to change after you've setup the view and world matrices correctly.

In SDL, you can probably just inline OpenGL calls such as glOrtho and glTranslate.

See this thread.