perspective
I always see these complicated and poorly explained formulas for
perspective projection, and I'm not sure if I'm doing it right.
Let's say I have the 3d point a.
Now let's say the new 2d screen coordinate is a2d.
Is this code correct for converting the 3d point to 2d?
Vertex2d a2d;
a2d.x = a.x / a.z * SCREENWIDTH;
a2d.y = -a.y / a.z * SCREENHEIGHT;
a2d.x = a2d.x/2.0f + SCREENWIDTH/2.0;
a2d.y = a2d.y/2.0f + SCREENHEIGHT/2.0;
If not, what's wrong with it?
Thank you.
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