The projection tag has no wiki summary.
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Perspective projection computation
I'm learning OpenGL from arcsynthesis and I don't understand something about perspective projection (http://www.arcsynthesis.org/gltut/Positioning/Tut04%20Perspective%20Projection.html).
When the ...
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3answers
718 views
Camera for 2.5D Game
I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong.
I've written a Camera class for my 2.5D game. ...
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0answers
55 views
Unproject considering parallax depth
How can I take screen coordinates (or alternatively world coordinates on the 'primary' parallax plane) and find out what world coordinates they translate into when taking parallax depth into account?
...
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0answers
74 views
Screen space to world space revisited
I am revisiting some code that I thought I understood, but have found that I do not quite understand it. I put together a test to see what was going on. Here's the code:
[Fact]
public void wtf()
{
...
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1answer
133 views
Project location to perspective fake 3D view
I am trying to implement a perspective view in a 2D soccer game, such like Nintendo World Cup. In this case, the soccer pitch will look like a isosceles trapezoid, but not a rectangle in real.
Here ...
1
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1answer
77 views
Orthographic Zooming with 0,0 at top/left
I'm trying to implement zooming on my 2D game. Since it's using orthographic projection, I thought it would be easy to implement zooming. After looking around the internet, I found a bunch of ...
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2answers
123 views
What is the camera direction vector for an isometric view?
What values correspond to a 3D vector for screen-normal from within an isometric game?
It needs to be in game coordinates. It is a standard isometric where tiles are rotated 45 degrees and half ...
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0answers
58 views
Minimal Projection Matrix
i hope you can help me. I'm currently stuck at the creation process for projection matrices used by shadow maps.
The problem is the following:
I got the spot/directional light ...
-1
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1answer
154 views
Pinhole matrix problem
I made a program to represent a 3D world. I use the projection matrix we can find on wikipedia. For viewing a scene it's very nice but when I straff in the scene, everything behind the camera go on ...
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0answers
75 views
Stereo 3D: drawing 2D elements at apparent screen depth
I'm developing an application making use of DirectX11's stereoscopic features. At such I am not relying on nVidia's automatic implementation. That means I have to replicate a way to render 2d elements ...
2
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1answer
66 views
Shear transformation in the projection matrix?
I am trying to understand what the shear transformation (l+r/r-l & b+t/t-b) is actually doing in the projection matrix? The only thing I got till now is headache :) Can you please help?
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2answers
116 views
projected textures not appear on the “back” of the mesh as well?
I want to create blood wounds on my character's bodies by using projected textures. I've watched some commentaries on games like Left 4 Dead and they say they use projected textures for the blood.
But ...
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1answer
52 views
XNA Rendering vertices that only appear within the cameras view
I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something ...
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0answers
76 views
Premultiplying matrices with Perspective destroys them
If I apply world_to_camera, perspective and camera_to_screen to my mesh, everything is okay. But if I premultiply given matrices (i.e. transform = world_to_camera * perpective * camera_to_screen) ...
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1answer
84 views
Which is the right way to build a OpenGL Projection Matrix
This time I'm trying to learn the core of matrix transformations. I dont like the idea to using a Math library and dont understand what is hapening on background, because this I'm having some ...
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1answer
147 views
Projecting world coordinates to screen coordinates issue - points disappear when origin not in view
I am trying to implement a 2d line drawing effect on a 3d mesh using Ogre. In order to do so, I perform silhouette detection on the lines of the object (this works) and then project these lines from ...
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1answer
114 views
XNA draw 3d graphics in 2d game
I am programming a simple pool game in XNA. I am using Farseer for simple 2d physics but I want to use 3d graphics. My problem is I can't get the rendering to work.
I have one model for the ball and ...
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2answers
140 views
What kind of projection is ScreenX=X/Z, ScreenY=Y/Z?
I have an existing class which transforms 3D vectors and projects them on a 2D plane (Camera). The code is all written in C without help from an external library.
To project a single vector (X,Y,Z) ...
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3answers
104 views
Keeping raycast on the same level
I want my raycast to end at certain height(red line). But as the game is 3D and the camera rotates I can't use a fixed magnitude. What I thought was a stroke of genius, I figured I'd project the ...
2
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0answers
53 views
uniform z slices in clip-space
1) Context
I'm using a regular OpenGL perspective projection matrix created with GLM (glm::perspective) and taking the inverse (glm::inverse) to transform clip-space back into view space (and world ...
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0answers
95 views
Uses for vector projection?
My previous question was solved by vector projection. Thus I spent some time studying it (Few helpful links: Interactive projection, short video and a longer video.).
There were plenty of sites that ...
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1answer
113 views
Ways to “invert Z-axis” in shader-based core-profile OpenGL?
In my hobbyist shader-based (non-FFP) GL (3.2+ core) "engine", everything in world-space and model-space is by design "left-handed" (and to stay that way), so X-axis goes from -1 ("left") to 1 ...
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2answers
229 views
Calculate new coords of camera after a 90 degree rotation in an isometric 2D projection
I made a 2D isometric renderer. It works fine but now I want to show my scene from 4 different points of view (NE NW SE SW) but, on a 90° rotation, my camera cannot keep the center of my scene on ...
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1answer
127 views
Simulating flight dynamics in two dimensions
I have decided that in order to improve my math skills and game programming skills I am going to work on a two-dimensional space simulator. The view of the player or camera will be from inside the ...
3
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1answer
218 views
How to do perspective projection “parallax” but without changing the scale or offset of objects?
Hello everyone I have this problem that I have tried everything I could think of. The problem: I am making a 2D game with parallax effect but I am using 3d space so am not simulating the parallax but ...
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103 views
Drawing Projected Vertices/Faces In Order
I recently created a 3d engine, and have gotten to what is (as I've found) the hardest part so far. I need to sort the objects and then draw them. I've looked at sorting algorithms, but my case is ...
5
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1answer
126 views
Composite 3-D and 2-D using Anamorphic Projection?
I'm working on a game which takes place on a two dimensional grid similar to the fluid background grid in Geometry Wars. It is implemented as a procedurally drawn spring system which may have force ...
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2answers
222 views
What kind of projection is used here?
Tibia is a 2d game, but it's sprites are drawn using certain kind of orthographic projection that is not the same I'm used to:
I'm trying to figure out what projection is used here. I've guessed ...
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0answers
117 views
Camera Projection back Into 3D world, offset error
I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees.
I have my camera looking down in front of the direction that the robot is going, and I have the ...
2
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1answer
158 views
Coordinate spaces and transformation matrices
I'm trying to get an object from object space, into projected space using these intermediate matrices:
The first matrix (I) is the one that transforms from object space into inertial space, but since ...