Tagged Questions
0
votes
1answer
56 views
Implementing Camera Zoom in a 2D Engine
I'm currently trying to implement camera scaling/zoom in my 2D Engine.
Normally I calculate the Sprite's drawing size and position similar to this pseudo code:
render()
{
var x = sprite.x;
...
0
votes
2answers
106 views
Java: Camera Rendering
Which is the best way to detect whenever an object or tile is inside the Camera Range so I can draw it? With "best" I mean more efficient, and quicker.
Thanks
0
votes
1answer
76 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 ...
0
votes
1answer
298 views
Drawing the same scene with perspective then orthographic projections
I have a scene that I'm rendering first with a perspective matrix. I then want to rerender it in a different viewport using an orthographic matrix for a top-down 2D view of the scene. I think I may be ...
3
votes
1answer
515 views
Blender Object Appearing Gray when all Lights are Off
I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out ...
7
votes
2answers
512 views
Portal Projection
Ok ok I admit, I'm bored and toying with a portal script like the one on steam.
I've figured out the following:
relative positioning of the mirrored cameras
render to texture for the portal (the ...
2
votes
1answer
621 views
Rendering skybox in first person shooter
I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z.
...
3
votes
2answers
1k views
3D camera implementation
I've been bashing my head against the concept of a 'camera' for my 3D world for some time now, and I'm not sure I'm doing this right anymore. Maybe I've been working on this for too long and have ...