An approximate representation, on a flat surface, of an image as it is seen by the eye.

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53 views

Is it possible to reverse perspective projection with simple scale and translate? [duplicate]

Basically I'm asking this question (which seems to have gone un-answered): How to do perspective projection “parallax” but without changing the scale or offset of objects? I'm using perspective ...
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3answers
410 views

How to calculate size of object depending of its height on the screen?

I am programming a mostly 2D game on Android (with Andengine), but the player is a bouncing ball (kinda in 3D). I wanted to make the bouncing of the ball the most realistic possible, using quadrilic ...
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2answers
744 views

How do I implement a 2D camera in JPanel?

I'm trying to create a mario-esque game in Java and am at the point of implementing a camera. Following normalocity's example, I understand the difference between the GameWorld and the Camera that ...
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2answers
1k views

Screen or World Coordinates to tile Coordinates

I have Plane made of tiles in opengl. I start drawing them at (0, 0, -20) after that i do my translations so that the view is rotated somewhat similar to an isometric (kind of) perspective. I'd now ...
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1answer
631 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 ...
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2answers
1k views

How do I calculate the z-coordinate for a perspective-camera in 2D?

I'm new to LibGDX and trying to use DecalBatch with PerspectiveCamera, simply to have Z-coordinate for my sprites, as SpriteBatch does not offer that. However, I don't know how to calculate the ...
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2answers
40 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 ...
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1answer
101 views

Getting ray using gluUnProject or inverted MVP matrix

I've read a lot of topics here, on SO, opengl.org etc. Example how gluUnProject should work (from NeHe tutorial): winX = (float)x; winY = (float)viewport[3] - (float)y; glReadPixels( x, int(winY), 1, ...
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1answer
362 views

2D game with angled top-down camera perspective [closed]

I want to create a game similar to binding of isaac, a slightly angled top-down 2D game. In binding of isaac, the character moves and shoots along a 4-way path, so when he is shooting towards East, ...
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1answer
337 views

Distortion problem with perspective projection

For various reasons – partly educational, partly technical – I'm writing a 3D game engine from scratch, using OpenGL 3.0; aiming for Core Profile, eventually, so of course I'm using a custom matrix ...
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1answer
145 views

Perspective Projection - Drawing Lines

So I sort of understand the math behind projecting 3d points onto a 2d plane. It's just some simple dividing and multiplication of distances. However I can't seem to wrap my head around projecting ...
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1answer
132 views

How to properly generate walls simulating perspective around stone in a cave-like level made of squares?

Long story short. My levels tiles currently look like this: And i want them to look like this: My levels are designed as 400x400 squares of proceduraly generated 0's and 1's, 0 representing ...
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1answer
250 views

Measuring distances on 2D perspective beat'em'up

I'm making a 2-D beat'em up. The tech demo is here. As you can see, the game is in perspective, pretty much like all old school brawlers. What I want to do is measure the distance between objects on ...
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1answer
713 views

What are the correct angles in the Top-down perspective?

In the following picture it says that in the Top-down perspective the angles are 90°, but if it would be 90° then you shouldn't see the front of the building and the roof at the same time... So what ...
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1answer
35 views

Selecting the closest point in perspective view mode

I'm trying to improve my algorithm for selecting points in perspective view mode (OpenGL/Qt/C++). The current implementation works as follows. The user clicks on a certain (x,y) position (in Window ...
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0answers
91 views

Faking Perspective/Depth using 3D images converted to 2D sprites - Can't work it out!

after a lot of searching/reading/viewing old school game videos I am still unable to work out how to achieve the effect I am after. I am currently working on a 2D "overhead view" sci-fi RPG, using a ...
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0answers
53 views

Perspective projection

I'm studying Perspective projection in a computer graphics course and i'm really confused about a detail. The study material says there are 3 cases: Case 1: View plane parallel to the xy plane and ...
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1answer
200 views

Java OpenGL Perspective matrix not working

I'm trying to render a simple triangle with OpenGL in Java using LWJGL3. Everything is working great, but the projection matrix (perspective) is not working. In C++ I just used to apply the ...
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0answers
199 views

Tunnels in pseudo 3D racing game

How would one go about doing tunnels in a pseudo 3D racing game ? The main problem I have at the moment is perspective - I cant think of a way, beyond having to Z sort the sprites and tunnel ...
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0answers
17 views

3D Perspective scrolling background [duplicate]

I'm not sure exactly how this is called, I'm talking about that kind of background, where your character is supposed to walk towards the center of your screen to the horizon, while in reality he is ...
0
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1answer
392 views

Distorted LookAt When Looking Up or Down?

I have a weird problem and I have no idea what's going on with it. Recently started doing some OpenGL programming, going pretty well, hit some rough spots but worked my way through them and otherwise ...
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0answers
142 views

Correct way to calculate Perspective Matrix [duplicate]

I have seen at least 3 different ways to calculate the perspective matrix and I'm confused as to which one I should be using and what the differences are? OpenGL says to do it this way: f = ...
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1answer
4k views

perspective camera with libgdx

I am trying to setup a viewport using perspective camera. I am trying to render a scene like this I read an official blog post about the cameras and found a few tests within gdx test suits. ...
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1answer
777 views

How to fix OpenGL Co-ordinate System in SFML?

My OpenGL setup is somehow configured to work like so: (-1, 1) (0, 1) (1, 1) (-1, 0) (0, 0) (1, 0) (-1, -1) (0, -1) (1, -1) How do I configure it so that it works like so: (0, 0) (SW/2, 0) (SW, 0) ...
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2answers
987 views

How do I draw tile in a side-on perspective? [closed]

All the tutorials I've found regarding using tiles in game engines refer to games with an isometric or top-down view, much like this: I want to make a "beat em up"-game, where the view is tilted. ...