Flanged teh source code around a bit so compilation was happier (can't believe I missed that, must've happened since last check-in...).
Added a 3D camera to the 3D component. So far, only world-to-camera has been coded, but with any luck, there should be a full suite of world-to-camera, camera-to-screen and world-to-screen by tomorrow morning. I may even have managed to add code to move and turn a 3D camera (it's not entirely obvious what it means to turn a 6DOF camera by a specific angle, but I'm thinking "turn around the Z axis of the camera coordinate system" to be as close as possible to the way the current camera works).
//Ingvar
Ingvar writes:
Added a 3D camera to the 3D component. So far, only world-to-camera has been coded, but with any luck, there should be a full suite of world-to-camera, camera-to-screen and world-to-screen by tomorrow morning. I may even have managed to add code to move and turn a 3D camera (it's not entirely obvious what it means to turn a 6DOF camera by a specific angle, but I'm thinking "turn around the Z axis of the camera coordinate system" to be as close as possible to the way the current camera works).
OK, some preparations for "turn" in place (see BASE-TRANSFORM in coords.lisp). All camera-related transform functions are in place, nothing stubbed out.
Things still seem to compile.
//Ingvar