XNA to TX3D Coordinate System
by Jeremy Collins · in Torque X 2D · 05/28/2008 (5:57 pm) · 3 replies
I have tried to find an explicit explanation of how XNA's coordinate system and TX3D's coordinate systems differ. I am trying to grasp some of the concepts and decided to port an XNA orbit camera component www.dhpoware.com/demos/xnaCamera.html to the FPSDemo. The search capabilities of this site are lacking and the included documentation does not provide the specifics I need.
Any help would be appreciated.
Any help would be appreciated.
#2
05/30/2008 (4:01 pm)
In simple terms.. that plan isn't going to work. Mostly because thats not what TX was made for, so you would have to heavily alter the source to get TX to do that. TX does have a Camera component, for 2D and 3D though.. that you can use.
#3
Here is what I know so far (or believe I know....)
XNA
X horizontal axis
Y vertical axis
Z depth
TorqueX
X horizontal axis
Y depth
Z vertical axis
I am not sure what direction the positive and negatives of each axis point.
Please feel free to clarify. I would appreciate it.
(edited to fix coordinate axis comparison -- it was unreadable)
05/30/2008 (6:36 pm)
No offense, Will, but telling me its not going to work hardly seems like a lot of help. First, it wasn't my question. Second, I am sure different camera components can be written or existing ones extended. My plan is not to do a line by line port of the XNA camera component in my previous post, but to port some of the concepts -- namely the orbit camera mode.Here is what I know so far (or believe I know....)
XNA
X horizontal axis
Y vertical axis
Z depth
TorqueX
X horizontal axis
Y depth
Z vertical axis
I am not sure what direction the positive and negatives of each axis point.
Please feel free to clarify. I would appreciate it.
(edited to fix coordinate axis comparison -- it was unreadable)
Torque Owner Jeremy Collins