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1.17 world only goes to y 0
Main Post:
im loaded into a brand new world in the newest snapshot and the world reaches bedrock at y 0 but all over the internet im seeing that its supposed to reach to -60 why wont my world go to -60? im playing on snapshot 21w18a
Top Comment:
Read the changelog when playing snapshots!
Real world range difference between model Y LR vs ioniq AWD
Main Post:
Any experience with "real world" range difference between Model Y LR and ioniq AWD?
One of main reasons to choose model Y is the 330 range vs 250. But in reality, are they really this far apart?
Ie. Does tesla excel during winter but is actually much closer during summer.. etc etc
Top Comment:
My Tesla MY easily gets over 300 miles, efficiency is not as good on my I5.
Flip world's Z and Y axis
Main Post:
Hi r/opengl,
I've started to play around with OpenGL just a couple of weeks ago, following learnopengl.com. Please bare with me if my question is too basic.
I'm writing a basic rendering engine for an old DOS game. The formats were reversed a decade ago so getting something to the screen was easy enough. However, all the assets assume the world's Z axis points up and positive Y points to the screen. The convention introduced by learnopengl.com is the other way around.
First I tried to "fix" this by flipping Z and Y coordinates from the assets in code, but I ended up shooting myself in the foot constantly. I think the proper way would be to directly define my world's coordinate system correctly.
What's the correct way to go about that? I managed to make Z point up and Y point to the screen by modifying my camera, but then I have X point to the left (when looking down negative Y axis)
My camera code is here: https://pastebin.com/nfJ6Urvh
Any hints?
Top Comment:
Just set a rotation matrix that spins the axis.