Recommended FOV

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21 comments, last by Max_Payne 21 years, 2 months ago
quote:Original post by Anonymous Poster
Original post by CGameProgrammer
No, they mean rotated around the Y axis, which is the vertical one.


Wrong. Again, the fov parameter for gluPerspective() is the full angle in the yz-plane (+y up, +z out of the screen), i.e., the vertical fov.

No, that is pitch - rotating around the X axis. FOV is measured as yaw. The X-axis FOV is 3/4 of the Y-axis FOV because of the 4:3 ratio of width to height.

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"fovy Specifies the field of view angle, in degrees, in the y direction."

any questions? y direction is up/down NOT left/right. your fovy is 45, your aspect is 1.3333 and your fovx would be 60. read the rest of that (msdn), its made pretty clear.

and from here:
http://www.cs.hmc.edu/~fleck/iowa-lab/wide.html

"The human field of view is about 180 degrees by 120 degrees"
read the rest to find out why you shouldnt set the fov like that ,-)
f@dzhttp://festini.device-zero.de
quote:
The X-axis FOV is 3/4 of the Y-axis FOV because of the 4:3 ratio of width to height.

No it''s not.

FOVx != 3/4 * FOVyFOVx == arctan(3/4 * tan(FOVy))

Maybe I messed up FOVx and FOVy, but the idea is that the difference in horizontal and vertical angle is not the aspect ratio of the window. The difference in tangent of the angle is the aspec ratio.

And yeah, FOV in this case represents the half angle, the center to the edge, not edge to edge.

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