Need help with openGL camera/view/projection matrices (NO GAME DEV)
Budget: €36 – €0 EUR
Would like to hire someone for a chat (~30 minutes, maybe a tad longer) to help me with a concrete (math-oriented) openGL-matrix-setup-problem.
I can render triangles, I can project perspective stuff ... what I need to understand - read: get done - is the concrete matrices for a "per-polygon"-camera setup. I am an old man, please try to not treat me like a moron, I may be slower with thinking than you are, but I am not an idiot, yet.
What I am doing is: I create a "virtual camera" above an area in a mesh based on secondary 3d information. I want to render that area oriented and scaled (orthographic) according to my secondary input (which is a position and a look-at vector). I am trying to construct the transform matrix (camera) from (virtual) camera position and look at.
What I want to understand:
A) Is the way I am creating the frustum (attempting an orthographic view based on the triangle's UV representation's bounding box) correct
B) is the way I am creating the camera matrix correct (grabbing forward from face normal, up/right from UV, camera position from face center+normal)
C) optional: Is there a neat way to combine what I want to do IN THE END into a single run (we can discuss this, including an extra fee).
No, the output I am seeing is not what I expect. Yes, I am aware that there's a stupid mistake somewhere. No, I don't know where. Yes, I am willing to pay for your time/help. :-)
I can render triangles, I can project perspective stuff ... what I need to understand - read: get done - is the concrete matrices for a "per-polygon"-camera setup. I am an old man, please try to not treat me like a moron, I may be slower with thinking than you are, but I am not an idiot, yet.
What I am doing is: I create a "virtual camera" above an area in a mesh based on secondary 3d information. I want to render that area oriented and scaled (orthographic) according to my secondary input (which is a position and a look-at vector). I am trying to construct the transform matrix (camera) from (virtual) camera position and look at.
What I want to understand:
A) Is the way I am creating the frustum (attempting an orthographic view based on the triangle's UV representation's bounding box) correct
B) is the way I am creating the camera matrix correct (grabbing forward from face normal, up/right from UV, camera position from face center+normal)
C) optional: Is there a neat way to combine what I want to do IN THE END into a single run (we can discuss this, including an extra fee).
No, the output I am seeing is not what I expect. Yes, I am aware that there's a stupid mistake somewhere. No, I don't know where. Yes, I am willing to pay for your time/help. :-)