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2answers
65 views

Z-Value of clip-space position is always 1.0

I render a lot of quads on the screen into z direction (20 x 2000). I want to get the depth value in a final render target. But it looks like z is always 1.0f. I checked the result with the OpenGL ...
1
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0answers
72 views

How can I get shadows to appear correctly when using a custom projection matrix?

As mentioned in this thread, I'm using a custom projection matrix in Unity. Unfortunately, this breaks the default shadow system in Unity. Thus, I was wondering if anyone knew how to possibly ...
2
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1answer
58 views

Why does the projection matrix transform object points into a unit cube in computer graphics?

This semester I both took a computer vision and a computer graphics seminar. But only now before the exams I realize that there seems to be a fundamental difference between projection in both topics. ...
1
vote
1answer
90 views

How to position a Weapons model in a first person shooter with XNA

I am building a first person shooter and positioning the weapons is hard. I am trying to get the bat to look like you are holding it but I keep trying things and they don't appear in the positions I ...
1
vote
2answers
179 views

How can I pass a std::vector<Vector3f> to my shader?

I have a Vector3f type which has x, y, and z properties. I have a std::vector of these vertices which describe my terrain. I would like to pass these values to a vertex shader through a uniform ...
0
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1answer
79 views

Offset a camera/render without changing perspective

I need to offset a render so that the perspective / vanishing point doesn't change. Or another way to look at it is that I need to adjust the vanishing point in my view so that instead of being at ...