A 2D array of numbers, symbols or expressions, arranged in rows and columns. Each row must have the same number of columns. The numbers, symbols or expressions themselves are called elements or entries.
0
votes
2answers
81 views
multiply matrix4x4 with vec4
I'm developing a game and
I'd like to make model * pos4 calc (that's usual in glsl vertex shader) in cpu instead of doing it in gpu. I'm using LWJGL and for the math impl I use JOML. Anyone know how ...
4
votes
1answer
92 views
How do you make a camera look at a box and ensure all of it is visible?
In most game engines (Unity, UE4) if we select a model and press F, the camera moves and focuses to the selected model. I want to implement that for my models.
I have a perspective camera and world ...
3
votes
1answer
44 views
Issues with OpenGL rotation matricies and shaders
I am having an issue with my rotations in my opengl shaders. My program works fine before I add in my rotation matrices. Here is an example, at YouTube. After I add rotations to my shaders, there are ...
1
vote
1answer
36 views
What is the best way of storing transformations for an object and then applying them with OpenGL?
First some background info...
I have been working on a platformer game, which I draw with OpenGL. The platforms are cubes and the player is a cube.
The platforms and the player (both cubes) are ...
0
votes
1answer
39 views
What's the difference between setTransformMatrix and setProjectionMatrix in LibGDX?
There are two method of SpriteBatch in LibGDX: setTransformMatrxi and setProjectionMatrix.
I know one can use batch.setProjectionMatrix(camera.combined) to define how/where an object should be ...
0
votes
0answers
23 views
How can I calculate a corrected oblique clipping matrix?
This problem has been eating at me for a little while now, and it's extremely frustrating.
Unity calculates culling matrices incorrectly. From the matrix, it seems to generate the actual occlusion ...
4
votes
0answers
38 views
How to clip cut-off using different frustrum than that of original camera? How to cut plane by pyramid shape?
SOURCE : http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Mitchell_LightShafts.pdf
This process is part of creating light draft effect. And I am suggested to do the described process in ...
0
votes
0answers
25 views
Get face translation/rotation/scaling from 2d face
I have a 2d face stored in a vbo. This face is along xy axis.
Then I have a cube that I have to render with using this face. The cube is defined by firstPosition and secondPosition. In some way (I ...
1
vote
1answer
35 views
Help Understanding Cameras/View Matrices in DirectX11 (C#)
So I'm designing a soft game engine in C# on top of the SharpDX API (a C# wrapper for DirectX). As I'm designing the camera, though, I'm running into some issues getting the 3D perspective correct. I'...
0
votes
0answers
34 views
OpenGL Vertex shader matrix multiplication causes triangle to disappear
So i have a very basic functioning application, rendering a basic triangle (using vertex and fragment shaders)
When I try to multiply the in-vector in the vertex shader with a mat4 the triangle ...
0
votes
1answer
56 views
Rendering perspective independent polygons in perspective view
I am creating an editor where I have "grabhandles" that can be dragged to transform a primitive object.
My problem is that I can't find the correct solution to show these grabhandles in a perspective ...
1
vote
0answers
64 views
Cube Translation Looks All Wrong
I'm making a very simple cube in OpenTK and it seemed to be going fine until I tried to move it around. Moving it along the X Axis seems to elongate the cube, not the result I hoped for.
My Vertex ...
0
votes
0answers
38 views
openGL Vertex Projection does not work as expected
I try to render a simple grid using glBegin(GL_LINES).
I have a class Camera, which provides values like this:
float farPlane = 100.0f;
float nearPlane= 0.1f;
float screenRatio = 1,42857; //width/...
1
vote
2answers
70 views
How do I create a view matrix that does not contain the camera translation?
I'm looking at this tutorial
https://capnramses.github.io/opengl/cubemaps.html
about half way down the webpage, there is a description of a vertex shader
#version 400
in vec3 vp;
uniform mat4 P, V;
...
1
vote
1answer
38 views
Passing Matrix to shader
I am learning HLSL and having trouble understanding how to pass matrices into the shaders to be able to perform the necessary operations within the shader to have the position values sent to the ...
1
vote
1answer
98 views
Getting world coordinates from mouse position
I am drawing a 2D mesh imported from CAD. The mesh vertex coordinates are in feet from some arbitrary origin and Z is always 0. I am supplying the coordinates to my shader program and using projection ...
0
votes
0answers
75 views
Constructing FPS camera transformation matrix using yaw and pitch
I'm trying to construct a FPS view matrix for my OpenGL renderer using yaw and pitch angles instead of the typical LookAt view matrix. I'm using the standard OpenGL coordiante, right-handed system ...
0
votes
1answer
30 views
How to rotate to look at target
I have found other questions like this, but none seem to quite cover the situation I have.
I am using DirectX 11
I have an object that has:
Position (vector)
Rotation (quaternion)
View angle (pitch,...
0
votes
1answer
64 views
How would you design a transformation matrix to project absolute coordinates to any orthographic projection desired?
I am attempting to make an RTS based on AoE II HD Edition. I want to have ease of control by designing a transformation matrix given any style of projection I want.
This is a good example of what I ...
1
vote
1answer
40 views
Drawing & transforming matrices upwards
I'm drawing a hierarchy of 3D objects in C# XNA where each objects has a transform that holds position, rotation and scale.
I get my expected results If I draw my objects from my root node in this ...
0
votes
1answer
29 views
Transform point while keeping other points offset
I have the following situation: I've got a box with its center of mass transform matrix that I'm obtaining from physics simulation, i.e. it keeps changing with time. I've also got two points (actually ...
0
votes
2answers
89 views
Finding the Distance between 2 Objects
I have 2 objects One Having a Transformation Matrix T1 and other Having Transformation Matrix T2. And We are having a View Matrix V and Projection Matrix P.
Basically 2 Object are render using this ...
1
vote
0answers
41 views
Understanding the ModelView Matrix
I want to analyze the each component of my 4*4 ModelView Matrix.
I came to know that the starting 3*3 of ModelView Matrix stores rotation.
If i want my object to have no rotation with respect to ...
1
vote
0answers
52 views
Rotating an Object Around an Axis
I have a circular shape object, which I want to rotate like a fan along it's own axis.
I can change the rotation in any direction i.e. dx, dy, dz using my transformation matrix.
The following it's ...
1
vote
0answers
58 views
how to properly rotate in directX11
I am trying to Rotate a textured quad in directX however I think i am missing something. I am pretty sure it is because i am applying transformations to the WorldMatrix instead of the ObjectWorld, ...
1
vote
0answers
44 views
Vertex Skinning, Bone matrices question
I'm creating a model/animation viewer in C# using OpenTK for a game's models. Before stating my problem I want to describe a bit what I've accomplished so far in case I'm fundamentally missing ...
0
votes
0answers
41 views
Opengl: 2D Set the origin to center of the +x, +y quadrant and render quads from from (0.0, 0.0)
I'm developing a 100% 2D program. Presently, the origin is at 0,0,0 (dead center of the screen). I feel as though this is wrong for my app. It's a little unnatural for me to position things in the ...
0
votes
0answers
32 views
When do we use inverses of a matrix in Game programming? [duplicate]
I was wondering when do we use inverses of a matrix when programing games. For what reason? The camera?
0
votes
0answers
193 views
How to rotate a gizmo cube between two waypoints?
I have been struggling with this for a while, and I can't find a solution on the internet.
I am making a waypoint system with the Unity editor tools with Gizmos. Cars, boats, people will follow a ...
1
vote
1answer
49 views
2D World Mouse Coordinates - Matrices
I'm trying to get the world coordinates out of a mouse click. Currently I'm doing the following:
var invertedMatrix = mat4.create();
var viewMatrix = activeCamera.getMatrix();
mat4.invert(...
2
votes
0answers
58 views
Problem Rendering a Wireframe Cube and Grid with DirectX 11
I am trying to draw a 3D Wireframe (just the lines that connect each vertex) Cube and a 10x10 grid with D3D11. So far, this is my code
//************************************************************
//...
1
vote
1answer
51 views
How Matrix4 represents an object in space and matrix lore
I have been following some tutorial's on how Matrix maths works, with adding, dividing, scaling, etc, but I am struggling to understand how the 4x4 matrix represents an object's position in space.
...
3
votes
1answer
186 views
Translation Matrix not working properly
Hello,
I get this result when i try to scale and then translate a vec4 in my shader.
I created a mat4x4 class on my own and some functions wich return some matrices for me, everything works, but not ...
3
votes
1answer
72 views
Optimizing black and white matrix block drawing
Disclaimer:
I am uncertain if this is the best place to post this question, so please advise me of how I can best find the answer if I am doing something wrong. I am asking this question because I am ...
1
vote
1answer
52 views
How to convert -1 to 1 coordinate back to screen coordinates?
Here is a question in which Questioner asks how to convert world coordinates to 1 to -1 coordinates like Opengl, I want to know how to do that in reverse, that given a coordinates between 1 and -1 (...
0
votes
1answer
129 views
js canvas tiled map - for loop, while, or matrix
I am making a top-down view tiled map in canvas, where player is always in the middle of the screen, and map scrolls depending on where you go, like in moba games. I also want it to loop infinitely in ...
1
vote
1answer
63 views
Deferred rendering - reconstruction of world position view dependent
I am moving my small renderer from forward to deferred, I have now noticed something a bit odd.
I am for now using a simple way to reconstruct world position in the lighting pass:
float3 GetWP(...
1
vote
2answers
122 views
Get the difference between 2 matrices
Hi I'm using C# and MonoGame, and have the world matrices of 2 objects. I need to get the difference between them, so I can effectively parent the second object onto the first. The aim is to get to a ...
2
votes
1answer
75 views
DX11 Camera not working properly
I'm currently trying to implement a ArcBall Camera which should fly around a given XMFLOAT3 position stored in a cb with a spezified distance to the position. I used the code from Allen Sherrod for ...
0
votes
1answer
421 views
Extract a rotation matrix given a camera direction (vector) and a up vector for the camera?
I am having some issues constructing a rotation matrix from a camera direction vector.
The Up vector is computed from the camera direction as such:
up = cross(cross(direc,(0,1,0)),direc)
How do i ...
1
vote
1answer
55 views
How to compute a transformation matrix that describes each position and rotation on a sphere?
I am having an issue constructing my transformation matrices, for this sphere problem.
I know the 3d coordinate of the center, and the radius of, the sphere.
Since I know the radius and center of ...
0
votes
2answers
96 views
Fastest way to neutralize scale in the transform matrix?
Let's assume we have 4x4 3D transformation matrix, that is the result of scale, rotation, and translation transforms. How to set its scale to (1,1,1) in the fastest way? Assume also that the matrix is ...
0
votes
0answers
53 views
How to spin a 2D quad in place using only matrices?
In short, I have a textured 2D quad (a sprite). I would like to rotate/spin it about the z-axis (coming out of the screen) using nothing but matrices.
If I do the following to a transform with scale ...
1
vote
0answers
117 views
Control frustum near and far clip plane sizes in a Projection Matrix
I'm trying to achieve a dolly zoom effect.
My first try was the obvious one, the original "zoom in & dolly out" technique, which works nicely.
Except that there are cases which this is not ...
0
votes
2answers
131 views
OpenGL perspective matrix far plane
The near plane clips at exactly the value I set just fine but instead of clipping at 1000 the far plane clips at 1.
Here is the code for the projection matrix:
public static Matrix4f perspective(...
0
votes
0answers
33 views
JBullet & LWJGL Rendering objects with jbullet transform
I tried to render objects with jbullet matrix transform. Its something like that: get float array where is stored matrix then put it to floatbuffer and load to Matrix4f using load() function. Use ...
1
vote
1answer
56 views
What are projection independent ways of determining whether a normal is facing the viewer?
A position v and normal n are given in world coordinates. Also there is a view matrix V for world-eye coordinate transition and a projection matrix P for eye-ndc transition. I would like to determine, ...
0
votes
1answer
95 views
Projection Matrix Breaks My Rectangle
This is my vertex shader, shown below.
#version 330 core
in vec3 a_position;
in vec4 a_colour;
// FOV = 70, near plane = 0.1, far plane = 1000
const mat4 u_projection = mat4(
1.428148, 0.0, 0.0,...
0
votes
1answer
481 views
How do you build a rotation matrix from a normalized vector?
I'm trying to find the correct way to build a rotation matrix from a unit vector. I have two arbitrary points in space (p1 and p2), and I'm trying to create the vertices for a rectangle to span ...
1
vote
1answer
295 views
OpenGL Arc-Ball Camera Yaw Pitch GLM::Rotate
I'm currently working on a small Voxel-Editor Project. In the editor, I plan on using an Arc-Ball camera which rotate around the model. My camera is currently working but in an odd way. I can't seem ...