I have some shapes in my program that I need to put inside an ofEasyCam.
The shapes without a camera when drawn to the screen appear fine but as soon as put I them side cam.begin() - cam.end(), the shapes become inverted vertically. The camera also translates the position of the origin to the center but that’s solvable.
How do I get my objects straight as they would have drawn normally on screen (when there would be no cam)? I feel inverting the camera itself somehow to make the objects look straight is a better to do than to apply 4x4 matrix multiplication to all the objects inside, but I am not sure how to go about achieving that with the camera (ofEasyCam)
I already did that and I get exact results that I want with setScale(-1, -1, 1); However, the X-axis gets inverted.
When I do setScale(1,-1,1) , some things in my application that are drawn on the screen get messed up and I have not been able to figure out a reason. Is there any way, I could meddle with Y-axis part for the inversion and not touch X-axis as in setScale.
this might be due to culling. i believe negative scaling flips the order of vertices so a front face is now a back face. if you swap glCullFace(GL_FRONT) with glCullFace(GL_BACK) it should work.