Hi Kjell,
I've already looked up several threads including the one you have posted and worked with them for a while; jph's FPS-Engine was quite helpful, but I actually wanted to create something like a flight-sim with reversed mouse-axises and without camera limitations. While it was easy enough to remove the limitations, the camera started behaving a bit weird, so I worked with the CenterMouse-example I found in the thread I've linked above.
After downloading your crosshair-example I first tried to start it in order to find out what it does before digging in into the actual project, but the Grid-model caused some errors.
Code: Select all
//
this.V.X *= 64;
this.V.Y *= 64;
//
this.TexCoord.X *= 16;
this.TexCoord.Y *= 16;
The program did not recognise the "this" so I first replaced it with CurrentModel and such, but since it still didn't work I just commented it and launched the example.
The crosshair and the camera-controls were done nicely, but is it on purpose that the camera always moves upwards until it hits the limitation? I guess it's because I've messed with the code a bit or something.
The example is quite similiar to Jph's FPS-engine and while I'll probably use both as references while working on my project I'd rather stick with my current solution which has something close to the vertically reversed, limitless camera-controls I'm looking for, but, same as in all first-person examples I've been working with yet, the horizontal camera-controls get reversed after moving the camera to the "bottom" as well.
Sorry, that probably doesn't tell you a lot, so I'm again attaching the project with this post, in case I have made any significant changes.
Anyway, while rendering text works splendidly, the actual model still doesn't change it's rotation or position according to the mouse, and I wanted the player model to move towards it via the SteeringController, but it currently remains in a fixed position.
And again, please be patient with me
