|
In HLSL there's a lot of matrix multiplication and while I understand how and where to use them I'm not sure about how they are derived or what their actual goals are.
So I was wondering if there was a resource online that explains this, I'm particularly...
Started by meds on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
This last multiplication determines how the position.
Online resources: Direct3D Matrices , Projection Metrices , Direct3D Transformation to multiply everything with a Projection matrix.
|
|
Hello,
I am a newbie in OpenGL programming with C++ and not very good at mathematics. Is there a simple way to have isometric projection?
I mean the true isometric projection , not the general orthogonal projection.
(Isometric projection happens only ...
Started by someone on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
GlMatrixMode....
PROJECTION); glLoadIdentity(); /* use this length so that camera is 1 unit away from origin in that Wikipedia link and use a standard orthogonal projection?
Even if it's not the same, the projection stack is entirely up to you.
|
|
New balance sneaker Projection mapping_01 by Hayoung Jung. Projection mapping test _ New balance Transform
Started by J Pelzek on
, 1 posts
by 1 people.
Answer Snippets (Read the full thread at pinterest):
|
Ask your Facebook Friends
|
I need to convert latitude/longitude coordinates into Easting/Northing coordinates in the Alberta 10 TM Projection.
The 10 TM projection is similar to UTM, but it is a custom projection for the province of Alberta, Canada. I think (with some effort) I...
Started by Michael Sharek on
, 5 posts
by 5 people.
Answer Snippets (Read the full thread at stackoverflow):
I don't know the full details of the 10 TM projection, but I worked on a project that required.
It yourself.
|
|
I was wondering if there is any benefit to using an orthographic projection camera, to make a 2D game with 3D models (as opposed to making sprites and using 2D).
Also, on a related note when I use orthographic projection, my 3d-model is stretched. Does...
Started by drozzy on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
And are not very good at drawing sprites you could still use a 3D modeling tool to project the models.
|
|
Astral Projection Tv - http://worldtv.com/astral_projection_tv_
Started by sirlordlaird on
, 1 posts
by 1 people.
Answer Snippets (Read the full thread at network54):
|
|
Hello,
I have a 3D math problem which I just can't seem to solve.
I have data of 3 points. The data is a (2D) coordinate on a plane, floating somewhere in 3D space. I also know the (2D) coordinate of the projection. That results in the following array...
Started by Jongsma on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
If a point (not on the same line) then its... .
Then px=u/t and py=v/t.
It can be defined system) and producing coordinates (u,v,t) in the projection plane.
Between the 3D plane and the projection plane is a projective transformation.
|
|
I've been playing a bit with the new flash 10 3d possibilities, and found out that rotating a sprite in 3d is fairly easy:
var card:Sprite = new MyCard() card.x = 100 card.y = 100 card.z = 200 card.rotationX = -60 addChild(card)
Simple and effective, ...
Started by Simon Groenewolt on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
(that 35.264 number is an approximation see http://en.wikipedia.org/wiki/Isometric_projection ).
projection.
|
|
I am currently working with using Bezier curves and surfaces to draw the famous Utah teapot. Using Bezier patches of 16 control points, I have been able to draw the teapot and display it using a 'world to camera' function which gives the ability to rotate...
Started by Zachary on
, 5 posts
by 5 people.
Answer Snippets (Read the full thread at stackoverflow):
Imagine a second ray from the viewer to a point in the image (P) which also intersects the projection....
Say the camera's at (Xc, Yc, Zc) and the point you want to project is P = (X, Y, Z of the projection plane (call it C).
Answer.
|
|
I'm trying to use gluOrtho2D with glutBitmapCharacter so that I can render text on the screen as well as my 3D objects. However, when I use glOrtho2D, my 3D objects dissapear; I assume this is because I'm not setting the projection back to the OpenGL/...
Started by nbolton on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
Everything back from scratch each time:
void set2DMode() { glMatrixMode(GL_PROJECTION); glLoadIdentity() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50.0, (float) w / h, 1, 1024); gluLookAt(0, 0 print out the floats ....
|