Tagged Questions
0
votes
1answer
66 views
Ways to “invert Z-axis” in shader-based core-profile OpenGL?
In my hobbyist shader-based (non-FFP) GL (3.2+ core) "engine", everything in world-space and model-space is by design "left-handed" (and to stay that way), so X-axis goes from -1 ("left") to 1 ...
4
votes
3answers
537 views
Mapping 3D object coordinates to 2D screen coordinates with perspective projection
Sort of following on from where this person was in their topic:
Matrix for 2D perspective
What I have at the moment is a transformation matrix that's defined as follows:
http://pastebin.com/GM6BhP0R
...
3
votes
2answers
432 views
Trying to understand 2D vector -> projection space conversion
I'm trying to understand how I can transform 2D vectors (x, y) to projection space. Something hasn't quite clicked for me yet. As per my previous question, here's the effect I'm trying to achieve:
...
4
votes
2answers
856 views
Matrix for 2D perspective
I'm trying to determine whether what I'm attempting to achieve is even possible mathematically. I'm obviously not a seasoned game developer so I'm having trouble even coming up with the terminology to ...
3
votes
1answer
670 views
How do I know if a perspective matrix is right or left handed coordinate system?
For example, if I define my perspective matrix as the following:
m[0] = 1.f / ( aspect * focalLength );
m[5] = 1.f / focalLength;
m[10] = -zFar / (zFar - zNear);
m[11] = -1;
m[14] = ...
1
vote
1answer
321 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 ...
6
votes
2answers
828 views
Vector games (Wireframe, Elite-like) theory and implementations?
I'm interesting in knowing more about how vector games like Elite and Star Wars Atari were built from grounds up. The question is not how to implement vector graphics with modern 3D APIs like OpenGL ...