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1
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2answers
196 views

Orthographic Zooming with 0,0 at top/left

I'm trying to implement zooming on my 2D game. Since it's using orthographic projection, I thought it would be easy to implement zooming. After looking around the internet, I found a bunch of ...
1
vote
2answers
172 views

projected textures not appear on the “back” of the mesh as well?

I want to create blood wounds on my character's bodies by using projected textures. I've watched some commentaries on games like Left 4 Dead and they say they use projected textures for the blood. But ...
0
votes
1answer
133 views

OpenGL ES, orthopgraphics projection and viewport

I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That ...
2
votes
0answers
99 views

Unproject considering parallax depth

How can I take screen coordinates (or alternatively world coordinates on the 'primary' parallax plane) and find out what world coordinates they translate into when taking parallax depth into account? ...
2
votes
0answers
104 views

Stereo 3D: drawing 2D elements at apparent screen depth

I'm developing an application making use of DirectX11's stereoscopic features. At such I am not relying on nVidia's automatic implementation. That means I have to replicate a way to render 2d elements ...
2
votes
0answers
64 views

uniform z slices in clip-space

1) Context I'm using a regular OpenGL perspective projection matrix created with GLM (glm::perspective) and taking the inverse (glm::inverse) to transform clip-space back into view space (and world ...
1
vote
0answers
878 views

Black Screen: How to set Projection/View Matrix

I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset ...
0
votes
0answers
57 views

Rasterizing euclidean planes

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 ...
0
votes
0answers
43 views

W2S, worldtoscreen from Projection Matrix and View Matrix

After a couple of days of tremendous trial and error coding, I must give up: I have a simple 3d program that I'm adding a visual layer to. Basically, I want to draw 2d icons and text over 3d objects ...
0
votes
0answers
102 views

Screen space to world space revisited

I am revisiting some code that I thought I understood, but have found that I do not quite understand it. I put together a test to see what was going on. Here's the code: [Fact] public void wtf() { ...
0
votes
0answers
129 views

Drawing Projected Vertices/Faces In Order

I recently created a 3d engine, and have gotten to what is (as I've found) the hardest part so far. I need to sort the objects and then draw them. I've looked at sorting algorithms, but my case is ...
0
votes
0answers
132 views

What is the connection between an isometric angle and scale

I am trying to work out an isometric projection matrix for a custom angle. In the engine I'm using there's a projection matrix defined like so: projection.rotate(45 * (Math.PI / 180) ); scale = ...
0
votes
0answers
287 views

Dynamic enviroment map using pincushion Curvilinear Perspective Projection possible?

I'm wondering if it is possible to generate a dynamic spherical environment map using a single frame render using a pincushion Curvilinear Perspective Projection Matrix (phew that's a mouthful). ...