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Questions tagged [projection]

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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 ...
-1
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0answers
39 views

2:1 Diametric Projection in 2D

I'm trying to implement a 2D isometric game, well diametric with a 2:1 pixel ratio. Trouble is the rotation matrix I made doesn't seem to work. It's off by a little bit and doesn't line up: I'm not ...
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3answers
148 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
96 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
58 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
47 views

Oblique projection math incorrect? [Partly solved]

+++Update+++ Partly solved it. The isometric projection of the area sprite image and the grid wasn't true isometric (30°), because I already calculated it in 2:1 ratio, what gives an angle of 26.656°...
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0answers
129 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 ...
3
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0answers
64 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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0answers
27 views

Shadow Mapping, Projection

I am projecting a image on a sphere. I have the image, but it does not get larger as the camera of the projection grows in distance. In Directx 11 Regardless of how far the projection gets from the ...
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1answer
191 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
393 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
93 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
273 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 ...
0
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1answer
118 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
103 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
45 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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0answers
49 views

mode7: Tile position to screen position

The algorithms that describe how to render a map with projection (for example Doing an SNES Mode 7 (affine transform) effect in pygame) always start by rendering point by point and from there ...
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1answer
155 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
718 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
199 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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0answers
694 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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0answers
187 views

opengl depth buffer calculation

I'm rendering an earth globe. Real positions of the globe were calculated as the intersections of the ray from camera to cube and the ellipsoid in Fragment shader. And I need to recalculate the depth ...
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1answer
235 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
178 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
195 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 ...
0
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1answer
152 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
160 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
190 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
149 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, ...
2
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2answers
87 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
143 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
220 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
76 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
140 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
240 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
33 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
87 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
156 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 ...
2
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1answer
343 views

How to render multiple projections of an object?

I want to display multiple projection of an object on the same screen. The projection should also change as the body rotates, kind of a dynamic projection of the body. I am trying to make a character ...
23
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3answers
3k views

Conveying a claustrophobic atmosphere in cavalier oblique projection

I need your collaborative knowledge in finding the best way to graphically represent a scene in a manner that would suit a SNES-era rôle-playing game. I've chosen to represent the game in what I'm ...
2
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1answer
181 views

Setting oblique projection to data visualization

I'm developing a small application using Directx intended to plot frequency spectra data in a waterfall plot. It should look like this: So far, I managed to created most of the chart components(axes,...
2
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0answers
349 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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1answer
124 views

Projection Matrix Breaks My Rectangle

This is my vertex shader, shown below. ...
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0answers
169 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. ...
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0answers
273 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 triangles/...