java - More elegant approach regarding the camera -
i'm using libgdx draw 2d scene. before drawing this:
batch.setprojectionmatrix(camera.combined);
as expected, (0,0) coordinates no longer in bottom left of screen, @ middle of screen.
what more elegant solution position whole scene correctly:
1) translate/position camera accordingly show that's on screen.
2) draw while having in mind (0,0) @ middle now, so:
batch.draw(background, -background.getregionwidth()/2, -background.getregionheight()/2);
note i'm doing parallax scrolling , first option dispositions midground layer objects bit, expected. if there no solution problem, i'm leaning more towards second option.
try keep objects in "world space" , keep translations "world space" screen in "camera" (the "camera" abstraction around matrices defined translate world space screen space). polluting object's locations information screen cause confusion , problems.
specifically, in case, call
camera.translate(width/2, height/2, 0);
to (0, 0) lower left (if "world space" entirely in positive coordinate space.
for more details, search around stack overflow opengl camera questions this: in 3d graphics, camera or eye space?
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