Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


RasterGuy

Member Since 25 Sep 2012
Offline Last Active Oct 04 2012 10:21 PM

Posts I've Made

In Topic: OpenGL Perspective Projection and the View Plane

27 September 2012 - 05:19 PM

Thank you Lightness,

That definitely makes sense and kind of ties everything together. I really appreciate your input =)

In Topic: OpenGL Perspective Projection and the View Plane

27 September 2012 - 11:19 AM

Thanks Bob,

I think that is what I was trying to come to. That helps a lot, starting to see the forest now, I think.

In Topic: OpenGL Perspective Projection and the View Plane

26 September 2012 - 05:36 PM

The focal length and aspect ratio are determined from the parameters used in the equation in the book. For example, the aspect ration is (r-l)/(t-b) and the focal length (as you appear to be defining it) is n/(t-b).


Thanks Brother Bob,

I guess I need to go over it some more. It seems like, in the book, the near plane is actually replacing the view/projection plane. Is that right? I apologize if this is obvious, but I seem to stumbling on it for one reason or another.

PARTNERS