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Questions tagged [projection-matrix]

0 votes
0 answers
50 views

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 ...
Apatity's user avatar
0 votes
1 answer
248 views

I'm trying to set up perspective projection in OpenGL but it doesn't work ...
DDD's user avatar
  • 11
1 vote
0 answers
52 views

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 ...
John's user avatar
  • 131
2 votes
0 answers
137 views

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 ...
junglie85's user avatar
  • 123
0 votes
0 answers
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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 ...
philB's user avatar
  • 331
0 votes
5 answers
2k views

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 ...
MiguelP's user avatar
  • 103
0 votes
1 answer
430 views

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 ...
S. M.'s user avatar
  • 117
2 votes
1 answer
7k views

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 ...
Ian's user avatar
  • 71

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