0
votes
0answers
29 views

Checking if a object is blocking my view of a light (it's between light and camera)

I'm trying to determine, from a list of objects, which ones are blocking my view of a light. In other words: which ones are between the light and the camera. Coding in C++, using HPL1Engine. This is ...
0
votes
1answer
94 views

First person camera world matrix issue (in THREE.js and webGL)

I'm trying to create a Portal-like effect in webGL using THREE.js. I have two scenes connected by a pair of portals. The view of the 2nd scene in rendered inside the 1st portal using stencils and ...
0
votes
1answer
142 views

XNA 2D Camera, zoom into player

My 2D camera follows the character fine without any zooming. However, when I tried adding a zoom feature using the Matrix.CreateScale(), the camera no longer follows the character properly. public ...
0
votes
0answers
38 views

Matrix transforms with SpriteBatch overloading - how do you rotate/zoom around a point? [duplicate]

I have a transform matrix which works as intended for game objects I want to be completely controlled by my camera: _transform = Matrix.Identity * Matrix.CreateTranslation(-_position.X, ...
0
votes
2answers
122 views

Keep Mini map static after rotating / zooming with camera

Hi I am making a 2D game, where the Camera is able to rotate / zoom in or out on the camera focus (the player usually). However my game also contains a mini-map, and so far whenever I have to rotate ...
0
votes
0answers
111 views

Why my camera sees what is behind it?

I am building a minimal opengl viewer and I am puzzled by what I see : the camera see the (test) object that is behind her. the front and back of the camera looks reverted. I am wondering what could ...
0
votes
1answer
297 views

switching from third person view to first person view

I have done a scene in opengl where I'm using a third person camera (that I can control with the mouse). Then, inside it, it has the camera of the first view (that I called thirdpersonCamera, see the ...
-1
votes
1answer
170 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 ...
1
vote
2answers
290 views

Creating a 2D perspective in 3D game

I'm new to XNA and 3D game development in general. I'm creating a puzzle game kind of similar to tetris, built with blocks. I decided to build the game in 3D since I can do some cool animations and ...
0
votes
1answer
77 views

What values to construct “Projection Matrix” from?

I am curious to what standard values I should use to create a camera's projection matrix, as well as if certain measurements need to be taken if I want to represent a very small world or a very big ...
0
votes
1answer
117 views

XNA Camera Positioning All Wrong

I've been working in 3DSMax for years now and decided to give XNA 4.0 a try. I've got the majority of it working, however the camera is being a pain to me and I can't discern what's gone wrong. I ...
2
votes
1answer
163 views

Camera not strafing (GLSL)

I use this code in my GLSL vertex shader, where v_position is the vertex position: gl_Position = v_position * u_camera; and set u_camera as follows: meshShader.setUniformMatrix("u_camera", ...
1
vote
2answers
172 views

Accumulating rotations for camera

It seems there are three ways to store a camera's rotation: in angles, view matrix or quaternion. I was using euler angles since when I used a matrix it had a tendency to accumulate rounding errors ...
1
vote
0answers
242 views

Drawing two orthogonal strings in 3d space in Android Canvas?

I want to draw two strings in canvas. The first string must be rotated around the Y axis, for example 45 degrees. The second string must start at the end of the first string and also it must be ...
0
votes
1answer
216 views

Stage3D: Camera pans the whole screen

I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the ...
1
vote
1answer
184 views

Camera lookAt target changes when rotating parent node

have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , ...
1
vote
0answers
196 views

How do I convert my matrix from OpenGL to Marmalade?

I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y ...
50
votes
9answers
12k views

Why do we move the world instead of the camera?

I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: OpenGL View matrix ...
2
votes
1answer
97 views

Camera closes in on the fixed point

I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read (0, 0, 0)), both vertical and horizontal. This is what I've come up with: camera.Eye = ...
0
votes
1answer
282 views

3d world vertex translation to go to 2d screen coords

My technical english is a little rusty so to avoid misunderstands please be patient with me :) I will try to be brief and clear Situation: - I have a 2d sprite character on the screen - I've just ...
2
votes
1answer
403 views

Finding a suitable axis-angle to avoid gimbal lock

In OpenGL the camera faces the -z axis with the +y axis pointing up. I am using quaternions to represent the orientation of my objects (which works well) and am trying to do the same for the camera. I ...
1
vote
0answers
148 views

reflection plane 3d

Hey there I'm trying to create a plane that can have a texture on it and reflect the 3d elements around it. for example a plane with a laminate floor texture and above it a cube rotating. I want the ...
2
votes
1answer
503 views

Why use 3d matrix and camera in 2D world for 2d geometric figures?

I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures... I saw some tutorials about creating dynamic shadows but I didn't understood why they ...
2
votes
2answers
1k views

XNA Camera 2D confusion

I have followed the tutorial at http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/ to implement my 2D camera and everything works just fine. However this leaves me confused. ...
1
vote
1answer
326 views

How to prevent 2D camera rotation if it would violate the bounds of the camera?

I'm working on a Camera class and I have a rectangle field named Bounds that determines the bounds of the camera. I have it working for zooming and moving the camera so that the camera cannot exit its ...
1
vote
1answer
388 views

Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z ...
5
votes
2answers
910 views

What's a pre-multiplied 4x4 matrix?

I'm using a 3d game engine, that uses a 4x4 matrix to modify the camera projection. The matrix is in the regular 4x4 format: r r r x r r r y r r r z - - - zoom The description for the ...
4
votes
1answer
332 views

Getting the Bounds of a 2D Cameras View with Zoom

I am using a 2D camera, which does rotations and zoom. Currently, I am using the following to get my MinX, MinY, MaxX and MaxY... public float MinX { get { return ...
3
votes
1answer
1k views

Can a 4x4 matrix describe a camera's perspective?

I'm working with a closed-source 3D engine, and it only allows you to set the view projection via a 4x4 matrix. Can this matrix describe the camera's translation, rotation & perspective? I turned ...
5
votes
3answers
2k views

XNA 4.0: 2D Camera Y and X are going in wrong direction

I asked this question on stackoverflow but assumed this might be a better area to ask it as well for a more informed answer. My problem is that I am trying to create a camera class and have it so ...
0
votes
1answer
316 views

Conversion from matrix defining rotation and position to camera matrix

I have a matrix that defines the rotation and translation of an object, relative to (0, 0, 0). Assuming that the identity matrix defines the camera to be at (0, 0, 0) pointing at (0, 0, 1), how would ...
7
votes
2answers
487 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 ...
4
votes
4answers
1k views

From camera coordinates to world coordinates

I want to calculate world coordinates from camera coordinates. However, I seem to have problems with my understandings of how matrices in HLSL work. From world to camera is clear: cameraPosition = ...
2
votes
1answer
247 views

Why doesn't the y Axis work with SuperBible frame reference or GluLookAt

I'm currently trying to understand how to use the GLFrame Class in the superbible book, and acording to the 4th edition of the book, the camera matrix derived from the Frame of reference class should ...
1
vote
2answers
614 views

How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement

This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...