The projection-matrix tag has no wiki summary.
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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 ...
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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 ...
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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.
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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 ...
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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 ...
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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 ...