Skip to main content
gamedev.net
🔒 Locked

Rendering Math

Started by programering Nov 24, 2003 at 9:16 AM 1 replies 400+ views
Original Post
programering
programering
How is the math for render a 3D world to the screen depending on the location of the view? ------------------------------- Anton Karlsson Klingis Entertainment Games with silly humor Aleph One (Marathon Open Source) | My Homepage Packa bajs med winzip! Just dreaming wont make you (more) skilled in game programming/development.
grhodes_at_work
grhodes_at_work
Hey Anton,

I don''t understand your question. Can you please state your question a different way?



Graham Rhodes
Senior Scientist
Applied Research Associates, Inc.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net
dmounty
dmounty
Do you mean dependant on the viewers location? Well the dependance comes from the fact that in a Raytraced system, rays are fired through the pixels on the screen, which lie on the plane at the front of your camera, thus your viewers location is used in this way. Equally you can consider the pixels lying at fixed locations, and transforming the world so that it appears correctly located/oriented/scaled relative to the fixed camera (the usual method in realtime systems). These two methods will have the same result, as the movement of the world relative to the camera is equivalent to moving the camera relative to the world.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.