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Discussions about projection

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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 on , 3 posts by 3 people.  
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 on , 4 posts by 4 people.  
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 on , 1 posts by 1 people.  
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 on , 5 posts by 5 people.  
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 on , 3 posts by 3 people.  
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 on , 1 posts by 1 people.  
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 on , 4 posts by 4 people.  
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 on , 3 posts by 3 people.  
(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 on , 5 posts by 5 people.  
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 on , 4 posts by 4 people.  
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 ....
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