1
vote
1answer
110 views

Why are there different ways of building projection matrices?

Matrix.PerspectiveFovLH documentation page says that this method uses the following formula to build a perspective projection matrix. [w, 0, 0, 0] [0, h, 0, 0] [0, 0, zFar/(zFar - zNear), 1] [0, 0, ...
1
vote
1answer
132 views

Where is the error in my perspective projection implementation?

My question is not really a game development question, but since it's based on 3D programming, I thought it would fit best here. I've got a line made out of Point3D objects where the value of x, y, ...
0
votes
1answer
216 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 ...
3
votes
1answer
333 views

How to do perspective projection “parallax” but without changing the scale or offset of objects?

Hello everyone I have this problem that I have tried everything I could think of. The problem: I am making a 2D game with parallax effect but I am using 3d space so am not simulating the parallax but ...
2
votes
4answers
3k 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 ...
3
votes
1answer
388 views

How to compute the 2D equations of 3D circular arcs?

I'd like to obtain these equations for the ellipses produced by the perspective projections of (3-dimensionally transformed) circles. This is useful for rendering in 2D contexts which provide curve ...