Does the rotation part imply a default camera view direction?
Sera
Is the rotation just to be able to view the object at a different angle?
keliu
Personally I prefer calculating this transformation by first expressing the camera's coordinate system in world space, than taking the inverse of that transformation.
I wonder if there is a faster way to calculate this inverse because it only encodes rotation and translation.
Does the rotation part imply a default camera view direction?
Is the rotation just to be able to view the object at a different angle?
Personally I prefer calculating this transformation by first expressing the camera's coordinate system in world space, than taking the inverse of that transformation. I wonder if there is a faster way to calculate this inverse because it only encodes rotation and translation.