Jump to content
  • Advertisement
Sign in to follow this  
ahmadi86

Curved screens

This topic is 3914 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

Hello everybody! i'm going to produce a screen that looks properly on curved screen such as cylinder screens. i thought i should find a function and implement it in screen space, but before finding the function i wanna know how can i implement a function in screen space. of course that is not a standard way and it's just my thought. so if you had such a experince, please give me some guidelines. Thanks in advance.

Share this post


Link to post
Share on other sites
Advertisement
Perhaps Paul Bourke would have some advice. He specializes in large scale visualization.

Share this post


Link to post
Share on other sites
I have no expertise in this area, but as far as I can tell, the only problem is the projection operation. I doubt that the FFP would be of much use, as a linear projection wouldn't do the trick, but by coding your own projection into the vertex shader (with a full set of trig operations available), you could map just about anything to anything.

Admiral

Share this post


Link to post
Share on other sites
you know, it is better not to use shaders becaues you have to
do the other thinks like lights by yourself, i don't know maybe
we should use the drivers of graphics cards.

Share this post


Link to post
Share on other sites
Quote:
Original post by ahmadi86
you know, it is better not to use shaders becaues you have to
do the other thinks like lights by yourself, i don't know maybe
we should use the drivers of graphics cards.

[looksaround]
I'd be rather surprised if you managed not to use the drivers.

Anyway, a fact of the matter is that the fixed-function pipeline only offers support for linear transformation of vertex coordinates (in the form of a world-view-projection matrix). You may have some success with a well crafted linear projection - it depends largely on the curvature and FOV of the display - but arbitrary projections demand more control. In particular, conversion to polar coordinates is impossible without the use of trigonometry.

Admiral

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!