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Game worlds are viewed from a camera, which is the viewpoint from which the game world is observed from.
3
votes
1
answer
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determining view boundaries based on z position when using a perspective projection
This is how I am creating the camera, I am new to three.js and this part I just copied from a tutorial:
var camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 10000);
camera.position.z … aspect: Camera frustum aspect ratio.
near: Camera frustum near plane.
far: Camera frustum far plane.
I'm not really sure what FOV does but I think it may be the key here.... …
2
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2
answers
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How can I set up an intuitive perspective projection/view matrix combination in OpenGL, usin...
Could anyone help me set up an intuitive perspective camera matrix using OpenGL and the GLM library? … By "intuitive" I mean that I want the camera to be looking at the middle of the screen down the -Z axis, but I want it to be positioned in front of the camera to the exact degree that would cause a vector …