exactly, when all angles are zero, it looks down, thats why x,z,y as standard is bullcrap.trepan wrote:I'd argue that OpenGL is "up" agnostic, it doesn't
really care what the Xs, Ys, and Zs refer to.
Note that it could be argued that OpenGL's default
"up" coordinate is Z, if you consider looking down at
the terrain as default view point (OpenGL's Z
defaults to the axis that is normal to the screen, ie:
in and out of the screen).
OMG STOP OVERUSING LUA - Page 4
Various things about Spring that do not fit in any of the other forums listed below, including forum rules.
HAHHAHAHAAHAHHA what? no... fail troll.Forboding Angel wrote:Hahahaha!TradeMark wrote:StartPosX=1806;
So wait, we should introduce a Y into start positions so that commanding units spawn in midair? Good argument
This doesnt:Tobi wrote:This works too:TradeMark wrote:StartPosX=1806;
AFAIK Spring uses OpenGL....lurker wrote:The point, trademark, is that the coordinate system is ...,y,z,x,y,z,x,y,z,x,y,... no matter which way it faces.
DirectX prefers to use left-handed mode, where one axis is inverted and geometry cries.
and IIRC OpenGL or DirectX doesnt even refer to X,Y or Z any way.
It makes most sense to use XYZ since the game is top-down view, and when you use 0,0,0 rotation it points from top to down.
whole spring engine default view is top-down... unless you lua itAF wrote:Com shooter didnt do top down....It makes most sense to use XYZ since the game is top-down view, and when you use 0,0,0 rotation it points from top to down.