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Questions tagged [projection]

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0answers
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How to dynamically fit texture to screenspace projection of object?

I want to map a texture onto an object so that it gets fitted onto the entire screenspace projection of the object, i.e. for each vertical cross-section of the object as visible by the camera, the ...
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1answer
22 views

How can spotlights be implemented with a perspective projection?

I was reading Shadow Mapping with Directional Lights and noted that spotlights are implemented by rendering with the perspective projection, stating that the spotlight worked just like the camera. ...
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1answer
52 views

What is the alternative (new) 3d projection called that solves the stretching / zooming at sides of monitor?

I understand about camera's and projections etc, such that we have distortion and zooming when at the sides of the screen (exacerbated on 21:9 monitors), however a few years ago, in a Unity forum ...
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3answers
138 views

How to render top-down perspective in a tile-based RPG?

My question is specifically about the type of perspective that GBA Pokemon games like Fire Red/Leaf Green have: I'm not sure of the correct terms for what I'm trying to achieve. I am using SDL2 and ...
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1answer
34 views

Z rotation matrix inverting object

I'm currently creating a 3d game where I need to rotate shapes. To do se, I created a rotation matrix for each axis, X, Y and Z. X and Y are giving me expected results, but not Z who kind of "inverts ...
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1answer
55 views

3d isometric projection matrix?

I have 3d vectors that I want to project as 2d vectors to draw my shapes. I got a 3d vector cameraPosition, a 3d vector cameraDirection, a float renderDistance. I need to create an orthogonal / ...
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1answer
53 views

I have a question about Projection on OpenGL

I am confused about the projection matrix in OpenGL. i have a habit of writing the code as follows. ...
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0answers
38 views

Perspective projection matrix with a non-orthogonal near plane

I'm trying to figure out a way to provide such a perspective projection matrix to a shader that the "near" plane wouldn't necessarily be orthogonal to the camera vector. More specifically, I'm ...
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0answers
28 views

Camera LookAt position with fixed screen position

I have a perspective "lookAt-type" camera. I'm trying to compute specific focus point of the camera, which should be placed in the middle of the screen: I also have a custom 3d point in world space, ...
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0answers
38 views

Drawing simple shapes in OpenGL ES 1.1

I'm having an issue getting OpenGL ES 1.1 to draw anything. All I get is a black screen every time. I have the following working OpenGL 2.1 code, which I'm trying to change over: ...
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1answer
43 views

OpenGL orthographic projection rendering quarter of screen

I'm trying to set up an orthographic projection so I can draw a rectangle using screen coordinates, but even if I draw a rectangle using the width/height of the window, it only fills a quarter of the ...
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1answer
83 views

Difference between two perspective projection representations

When researching perspective projections on the web, I've come across two different representations. One is unrelated to OpenGL and the other is strictly associated with it. What is the relation of ...
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0answers
38 views

Why does this work in the fragment shader but not in the vertex shader?

I'm doing some model view and projection transforms in the vertex shader and I want to determine whether the current vertex will end up on the viewport or not. After searching a bit I found that ...
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3answers
242 views

Figuring out if two objects overlap on screen

I want to figure out if 2 3D models overlap on screen. My general idea is: Compute the bounding box of each model Transform the bounding box to the View Volume using the ViewProjection matrix Check ...
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0answers
160 views

2.5D UI, perspecitve view, distort objects by angle but not position

Instead of thousand words, a few pictures to explain what I want to achieve How do I get the merit of UI objects rotation in perspective projection, but ignore the position of an object(as in Overlay ...
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2answers
66 views

Custom Camera View Fustrum in Unity

Is it possible in Unity to make some sort of bounding box (with a running application) within the current viewpoint of the actual screen? Let me explain: I'm working on a project which uses a ...
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0answers
298 views

Screen-space shadows?

Is there such a thing as screen-space shadows? I know that most shadow projection comes from rendering the world from the viewpoint of the light source, projecting the shadows onto a large square ...
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0answers
79 views

How to implement a pannini projection in opengl?

I have read about the pannini projection, which involves (I think) projecting a scene onto a cyclinder instead of a rectangle. How can I implement this projection in a vertex shader? Blinky is using ...
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0answers
19 views

How do I change x,y,z coordinates if I want to make a perspective projection?

How do I supposed to modify x,y,z coordinates to make the perspective projection? I'm talking not about matrix, could you explain me each coodinate specifically? Like, x =... y=... z=... I'm asking ...
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1answer
312 views

Project 360 video on the inside of a iso sphere / polygon sphere

I'm creating a game in Unity. I have a iso sphere or polygon sphere, and I want to project a 360 video on the inside of the polygon sphere. I've learned thow to put a 360 video on the inside of a ...
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2answers
717 views

Finding the normals of the planes of a View Frustum

Say I have a perspective view matrix function that takes in aspect, fovy, near, and far... Transforming the view into a frustum. Typical OpenGL stuff, right. But say then, that I would like to find ...
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1answer
145 views

Project 2D texture onto a cubemap

I'm looking to take a 2D texture (previously rendered from the user's perspective), and overlay it overtop of a cubemap. Since a cubemap has 6 textures, I need to run a shader over top of all 6, and ...
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1answer
355 views

Camera and multiple shaders

What is the best way to handle a moving camera inside many shader programs? I believe most games need to have one common projection matrix inside all shader programs to use a moving camera. Currently ...
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1answer
157 views

How do I project the Earth globe on a flat plane with minimal distortion?

I want to build a game where the game map is the planet Earth. The game map needs to be on a 2d plane, with the Earth texture projected on it If the player walks endelessly in one direction, it should ...
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2answers
137 views

Rendering a 2D tree in WebGL

Assume a tree of objects that need to be rendered, each with their own x/y coordinates. Now let's say I could crawl through the tree and give each element a "z" coordinate, before rendering. Is ...
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1answer
58 views

MonoGame ortho projection axis direction

I have perfect square screen and I want to capture everything between -1000.0f and 1000.0f, so I create projection matrix like that: ...
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1answer
203 views

OpenGL Orthographic projection questions

I'm studying now about projections with OpenGL and I've some questions: Is there importance for the viewer's location? I know if I move forward/backward it won't mind, but what if I move upward with ...
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4answers
853 views

Why are 3d projections on a 2d screen not like what the human eye sees?

Firstly, I'm sorry if this question doesn't make much sense or is poorly written - I have almost no experience with programming, and none at all with game development. I'm also not sure it's an ...
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2answers
222 views

How can I draw the “cone of view” of a camera in a flat 2D minimap?

I have a 3D world with some model in it (the XZ-plane grid, some gray boxes and a red box). In the upper-left corner I'm trying to draw a minimap that should represents the whole world in 2D (flat). ...
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0answers
31 views

How to change a shape project when obstructed by object

I have a customized shape (mesh) in 3D as shown below: Now that customized shape projection will change when there are several obstacles located in front of the customized shape. I expect the result ...
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1answer
901 views

Deproject Screen To World Coordinates (Unreal Engine 4.15)

I am working on a small game in Unreal Engine 4.15 using blueprints only and encountered a behaviour I don't understand. The game is based on the Top Down Example. As I'd like to teleport an actor ...
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1answer
293 views

Left-handed version of the reversed depth projection with infinite far plane

Let's say that I have standard left-handed WorldToView and ViewToScreen row-major matrices in the same vein as the DirectX ...
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1answer
200 views

How to calculate a projection of 360° equirectangular slides?

My goal is to have a light source inside of a transparent sphere that has an equirectangular texture to act as a 360°-slide. I want to get the projection on arbitrary objects as a texture image on ...
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1answer
218 views

Move an object to a point relative to the second camera

I have two cameras, one for the UI, one for the 3d objects. The UI camera is just a simple, perspective camera. The ...
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1answer
182 views

libgdx UI coordinate consistency in a scaled window

I'm having an issue that I'm sure boils down to something simple that I've missed: The UI Graphics can't handle a window resize. Either the graphics get stretched, or the placement is incorrect. For ...
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1answer
179 views

How does XNA/MonoGame project 3d to 2d?

I am trying to figure out how XNA is actually projecting a 3d world space coordinate to screen space. I decompiled the MonoGame framework and copied the CreateLookAt und CreatePerspectiveFieldOfView ...
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1answer
215 views

2D HUD overlay drawing based on 3D coordinates and camera azimuth and elevation

Assume you have the 3d coordinates of the player and another unit N as well as the azimuth and elevation of a camera always looking at the player. In the following ...
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2answers
2k views

Projection Texture Mapping

I have been trying to understand how projective texture works; and, even I have been able to achieve the result by following the steps in tutorial, I fail to understand how it works in my mind. To my ...
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1answer
156 views

Is there any reason to use a “canvas” based approach to GUI in isometric games?

When designing game engine GUI systems, I know a lot of game engines (notably Unity and Unreal) use a sort of "canvas" system. However, in an isometric game where the camera is already orthographic, ...
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2answers
90 views

How to project textures onto an animated model?

I'm trying to figure out exactly how to project textures onto an animated model. I've taken a look at L4D2's wound's white paper. But their method doesn't exactly explain how they went about this. I'...
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1answer
2k views

How would you design a transformation matrix to project absolute coordinates to any orthographic projection desired?

I am attempting to make an RTS based on AoE II HD Edition. I want to have ease of control by designing a transformation matrix given any style of projection I want. This is a good example of what I ...
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1answer
153 views

Hemisphere Projection

I came across the following segment of code that is supposed to project an image on a hemisphere: ...
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1answer
256 views

Project 3d lines onto plane

I'm trying to wrap my head around coordinate projection, and can't seem to solve the problem I am having. Here is an illustration of it: The cubes represent 3d space, and the 2 red lines represent ...
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0answers
79 views

Projector does only affect model

I'm working on a simple selection of a RTS unit. Therefore I used a projector to display a circle on the ground around the unit. But it happened, that the circle is only displayed on the head of the ...
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1answer
148 views

LibGdx, I moved ShapeRenderer projection matrix, but shadered waves did not move

I am use Libgdx with ShapeRenderer to draw rect and shaders passed to ShapeRenderer, to draw a waves. In game I made pseudo-parallax effect by changing projection matrix in SpriteBatches. But in ...
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1answer
271 views

How to transform a spherically-projected render into a perspective projection?

Suppose that you have a projection obtained by mapping spherical coordinates to a texture; example: What is that projection called? Is it possible to "fix" such texture so that it becomes a regular ...
3
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1answer
3k views

libGDX - Why do I have to use camera.setToOrtho what does it do?

I am very confused about camera matrices and I don't know where to start my studying. Maybe I have to study OpenGL, but I don't know C++ ... Ok so I have a camera, Box2d world and a Box2d body. <...
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1answer
35 views

How to find a point of taking into account the distortion of the projection

I can not find the material that will help me to implement the algorithm of coordinate transformation based on the distortion of the projection. I am creating a code recognition algorithm (similar to ...
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0answers
88 views

DirectX 11 - Problem with low resolution decals

I'm trying to add a decal system in my DirectX engine but i'm facing some problems with the quality of the textures projected. Every other no decal texture look fine, but these ones look really bad. ...
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1answer
171 views

How do I take 2D ballistic trajectory planning and apply it to 3D?

I am currently using this formula speed = sqrt((gravity.y*target.x^2)/(2*cos^2(angle)*(target.y - target.x*tan(angle))) provided by DMGregory as an answer for my ...