Implementing camera changing projection matrix
Hi people. I know that the common way to implement camera in 3d games/world is simulating his movement by updating the object in the world of the inverse of camera movement/rotation. Is it possible implementing camera changing the projection plane (and so the projection matrix)? Yes, i think. This way has additional computational cost? The cost is equivalent? I think that the computational cost may be cheaper. The disvantage is that is a less intuitive way. What do you think about this?
Hi.
[EDIT] mmmm....i think that the computational cost is equivalent
[Edited by - SFSpoto on October 29, 2005 8:02:51 AM]
It is a better idea to keep the view matrix and the projection matrix separate and distinct. There are elements (e.g. fog) that depend on the projection matrix.
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