Questions tagged [projection-matrix]
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68 questions
0 votes
0 answers
50 views
Easy 2d custom shader for Unity 3d: charts, flat/ortho mesh, etc
I just need to draw a flat mesh (say a 2d graph) on top of everything. What could be easier? create an object, adding it a mesh precalculated in homogenous (-1,+1) coordinates to match ...
0 votes
1 answer
248 views
Setting up perspective projection in OpenGL
I'm trying to set up perspective projection in OpenGL but it doesn't work ...
1 vote
0 answers
52 views
How to Generate a Texture to Make an Obstructing Plane Appear Invisible in a 3D Scene?
I have a 3D scene with a camera. Between the camera and the scene, I have a plane with arbitrary orientation. This plane obscures a portion of the scene from the camera’s perspective (anything behind ...
2 votes
0 answers
137 views
How to correctly rotate 2D orthographic projection around a central point?
I want to rotate a 2D orthographic projection around the centre point of my view. However, something is off (it looks like a translation) but I'm not sure what. To put some concrete values on the ...
0 votes
0 answers
62 views
Is directional shadow mapping without projection matrix possible?
I have found this code where they use a cubemap for pointlight shadow and they don't need to retrieve the faceindex and the projection matrix. This greatly improve the FPS. I was wondering if this ...
0 votes
5 answers
2k views
When moving the "camera" should one move the projection matrix or move the world?
I'm making my own game engine as an exercise and I've gotten really confused with what I've read so far. When I want to move my camera do I simply just move the world or move the position of the ...
0 votes
1 answer
430 views
How to visualize angle of projection in Oblique Parallel Projection?
We know that in Oblique Parallel Projection Point (x,y,z) is projected to position (x_p,y_p) on the view plane.Projector (oblique) from (x,y,z) to (x_p,y_p) makes an angle alpha. with the line (L) on ...
2 votes
1 answer
7k views
How does glm::lookAt produce a View Matrix?
Say we do this: glm::mat4 View = glm::lookAt(glm::vec3(4,3,-3), glm::vec3(0,0,0),glm::vec3(0,1,0)); And after printing to the console with glm tostring (column ...