How do I ensure that perspective and orthographic projection matricies show objects at the same size on the screen?


redblacktree
HOME ยป Game Development

I am working on a 3d scene editor and would like to show the scene in orthographic projection. My current problem is that I am not sure how to calculate the orthographic projection matrix such that the objects do not appear at a completely different size on the screen.I currently have the following 2 functions for calculating the camera projection matrix.Matrix4.createPerspective = function(fov, aspect, near, far, result) { if (typeof result === 'undefined') { result = new Matrix

Related to : How do I ensure that perspective and orthographic projection matricies show objects at the same size on the screen?
How do I ensure that perspective and orthographic projection matricies show objects at the same size on the screen?
Game Development

I am working on a 3d scene editor and would like to show the scene in orthographic projection. My current problem is that I am not sure how to calculate the orthographic projection matrix such that the objects do not appear at a completely different size on the screen.I currently have the following 2 functions for calculating the camera projection matrix.Matrix4.createPerspective = function(fov, aspect, near, far, result) { if (typeof result === 'undefined') { result = new Matrix
Orthographic projection with origin at screen bottom left
Game Development

I'm using the python OpenGL bindings, and trying to only use modern opengl calls. I have a VBO with verticies, and I am trying to render with an orthographic projection matrix passed to the vertex shader.


At present I am calculating my projection matrix with the following values:


from numpy import array
w = float(width)
h = float(height)
n = 0.5
f = 3.0
matrix = array([
[2/w, 0, 0, 0],
[ 0, 2/h, 0, 0],
[ 0, 0, 1/(f-n), -n/(f-n)],
[ 0, 0, 0,
How to get visible size of DisplayObject with perspective projection
Game Development

The following is entirely a math question.


As we know, PerspectiveProjection delivers perspective transformations in 3D represented by the interdependent values of fieldOfView and focalLength according to the following formula:


focalLength = stageWidth/2 * (cos(fieldOfView/2) / sin(fieldOfView/2)


Q: How to get the visible on-screen size of the DisplayObject (Cube on the above-linked image) to which PerspectiveProjection has been applied?


A more thorough description and illustrative code on the issue in ActionScript 3 lacks functionality

about: orthographic projection
Game Development

Dear flashers,
I am studying on the 3d articles of Renderhjs and trying to make a orthographic projection (atleast i think it is orthographic).
The final game will have a fixed amount of rotations (8 or 16 probably) and full rotation as a extra performance option selectable in the settings menu.
Here is a sample of a rotation area.
http://www.tiledbasedgames.com/isometric_test/Main.html
Please note: this is just a REALLY ruff testcase only focussing on the rotation.
No depth sorting or other things are done yet and the code is far from perfect just rufly added it into my project before this for testing.
My question is:<


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