Jump to content
  • Advertisement
Sign in to follow this  
nerditup

DirectX Field of View

This topic is 4439 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

D3DXMatrixPerspectiveFovLH( &mProjection, D3DXToRadian( 45.0f ), 800.0f / 600.0f, 0.1f, 100.0f ); I have this as my field of view right now, I was wondering if there were any values that create a better view, if there is such a thing? It works good, I was just wondering if there is any cool techniques you could accomplish? Does anyone have any links on where I can read about the field of view, or is there no point because there isn't much to know? Just Curious :)

Share this post


Link to post
Share on other sites
Advertisement
The aspect ratio and near/far culling distances are fairly self-explanatory.

The radian angle of the lens itself is where cool things come into play.

The smaller the angle, the more narrow the view becomes, so things appear zoomed-in because they take up more of the image plane.

The larger the angle, the less focused, the smaller they appear. Also gives a nice fish-eye look when you start dealing with the angles observed in, um, fish eyes. :)

wikipedia might be a good place to find factoid-style information on this topic.

Share this post


Link to post
Share on other sites
lol thanks, that's exactly the response I was looking for! I have been experimenting, getting some weird results.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!