Hi,
I am confused about some things in the video.
Firstly could someone explain if the view port X and Y axes are different from World’s X,Y,Z? So my assumption about the viewport is that the editor screen is actually X horizontally and Y vertically and I realized that for the world, the X, Y and Z axes are in different directions. So is this the right understanding of viewport axes and actual game axes?
Secondly, how does the deprojection method work? We supply it constant unchanging value of screen X and Y. Originally the documentation says mouse 2d position is converted world location and direction. As the mouse is always changing location as we move that intuitively makes sense. But in our case we are not using mouse input and how do we get different values for world direction for constant value screen x and screen y input? Is it because the method internally projects the unchanging values of screen position onto the world axes where values are changing as we move the screen around although the screenx and screeny are fixed?
Thirdly, I don’t quite follow the part where the professor moves around to verify values of the world direction. For example, when mentioning about the Y coordinate, the tank in the game has the barrel pointing to the left and he says that we are pointing right and so Y is 1.0? Could someone explain the perspective to me. I am really confused.