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3answers
588 views

OpenGL ES, orthographic projection and viewport

I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich’s tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That ...
3
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0answers
71 views

Filling Closed Shapes

Game Engine : Unity 5.1 Developing on Windows 7 Hello, I am using Vectrosity to draw some some shapes on screen run time. I also need to fill these shapes and none of them are really trivial shapes. ...
3
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0answers
62 views

How do I align the cube in which shadows are computed with the view frustrum? (“View Space aligned frustum”)

Short and concise: Given 8 world space positions that form a cube of arbitrary size, position and orientation and given an arbitrary light direction. How do I compute the View and Projection matrix ...
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0answers
169 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
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0answers
157 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 ...
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0answers
38 views

Control frustum near and far clip plane sizes in a Projection Matrix

I'm trying to achieve a dolly zoom effect. My first try was the obvious one, the original "zoom in & dolly out" technique, which works nicely. Except that there are cases which this is not ...
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0answers
28 views

How to use GetViewProjMatrix().TransformVector(LineDirection) in UE4?

I try to project a 3D vector (a direction, not a position) in screen space, but it does not return satisfying results: FVector LineDirectionOnScreen = ...
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0answers
36 views

Construction of perspective matrix

Is it possible to Construct a perspective matrix by multiplying a perspective transformation with a parallel projection ? I want a perspective projection in 2D space which is calculated by ...
1
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0answers
32 views

Perspective projection math help?

I have points X,Y,Z and have a camera at Cx,Cy,Cz. Assuming the camera is not rotated and is facing the -Z direction and is at 0,0,0. What would the math be for projecting the X,Y,and Z values onto ...
1
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0answers
261 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
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0answers
15 views

Resizing orthographic camera while zoomed

I have a orthographic camera. With the help of this camera i'm able to render a quad onto the screen using screen-cordinates. Using the camera i perform the zoom in/out on specific mouse position ...
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0answers
33 views

glOrtho and VBO

I'm trying to send triangles to OpenGL using screen coordinates. Using the deprecated glBegin and glEnd I could just set up an orthographic projection and use screen-space coordinates as the ...
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0answers
22 views

Projection type/camera angle in Alien Soldier

I am trying to build a 2D game similar to Alien Soldier from oldies (Sega Genesis). The problem I am having is with assets. What kind of projection/camera angle does the Alien Soldier use for it's ...
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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 ...
0
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0answers
94 views

Perspective Projection Far Plane Not Clipping?

I've just discovered that far away objects in my world don't seem to clip like they should with a perspective projection matrix. When I fly far away from my main landscape, so that I am much more ...
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0answers
154 views

Change 2D Angle Into Isometric Angle

i Rendered My Sprite With 72 Angles In Isometric View. Rendered Frame Number 0 And Angle 0 Is When My Sprite Looking Right And And I Rendered My Sprite Every 5 Angle. In My 2D Game My Sprite Moving ...
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0answers
63 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 ...