Curved screens
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.
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
Admiral
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.
do the other thinks like lights by yourself, i don't know maybe
we should use the drivers of graphics cards.
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
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