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author | Kiet Tran <tran0563@umn.edu> | 2021-12-09 15:37:16 -0600 |
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committer | GitHub Enterprise <noreply-github@umn.edu> | 2021-12-09 15:37:16 -0600 |
commit | be19aab73bc47ff5d1f8dafd40cbc67a33dc63e9 (patch) | |
tree | 5d1754d25dd9823673ba8afabf5047626896fd4c | |
parent | Update a6_harold.md (diff) | |
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Clarify how to get eye point in Sky::ScreenPtHitsSky
-rw-r--r-- | dev/a6-harold/sky.cc | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/dev/a6-harold/sky.cc b/dev/a6-harold/sky.cc index 0819ebe..bc08ca0 100644 --- a/dev/a6-harold/sky.cc +++ b/dev/a6-harold/sky.cc @@ -28,6 +28,11 @@ void Sky::Init(ShaderProgram *stroke3d_shaderprog) { bool Sky::ScreenPtHitsSky(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, const Point2 &normalized_screen_pt, Point3 *sky_point) { + // You will need the eye point, this can be + // determined from the view matrix as follows: + Matrix4 camera_matrix = view_matrix.Inverse(); + Point3 eye = camera_matrix.ColumnToPoint3(3); + // TODO: Stitch together your worksheet implementation of this method return true; } |