Tagged Questions
5
votes
2answers
155 views
Calculate new coords of camera after a 90 degree rotation in an isometric 2D projection
I made a 2D isometric renderer. It works fine but now I want to show my scene from 4 different points of view (NE NW SE SW) but, on a 90° rotation, my camera cannot keep the center of my scene on ...
0
votes
0answers
88 views
Camera Projection back Into 3D world, offset error
I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees.
I have my camera looking down in front of the direction that the robot is going, and I have the ...
1
vote
3answers
685 views
2D camera perspective projection from 3D coordinates — HOW?
I am developing a camera for a 2D game with a top-down view that has depth.
It's almost a 3D camera. Basically, every object has a Z even though it is in 2D, and similarly to parallax layers their ...
12
votes
1answer
195 views
Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)
I am looking for some insight into a small problem with unit translations on a grid.
Update and Solved
I solved my own issue. See below for details. Everything in this part of the post turned out to ...
0
votes
3answers
196 views
Understanding how to go from a scene to what's actually rendered to screen in OpenGL?
I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need ...
3
votes
1answer
404 views
Perspective projection with 90 degrees between X-Y axis?
I'm trying to create a game that mimics Tibia's projection style:
,
As you can see, a 3d point is mapped to 2d like this:
So I've downloaded Three.JS and a lib to create a Orthographic Camera. But ...
5
votes
3answers
648 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 ...
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 ...
7
votes
2answers
404 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 ...