Whenever a camera is "far" away (its location is some "large" vector), trouble arises when rendering objects close to it: It is the classic precision loss from subtracting 2 floating point numbers. I ...
I'd like to visualize a BSP tree. To do this, I need to project an arbitrary euclidean plane onto a projection plane. I was thinking about calculating the intersections of the plane with the viewing ...
I am trying to understand what the shear transformation (l+r/r-l & b+t/t-b) is actually doing in the projection matrix? The only thing I got till now is headache :) Can you please help?
I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that ...
I'm reading about projection matrix. Needs of perspective projection is obvious, but I'm not sure about orthogonal projection. Because orthogonal projection effect looks possible with only world ...