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Implementing camera changing projection matrix

Started by SFSpoto 1 reply 350+ views
Original Post
SFSpoto
SFSpoto
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]
JohnBolton
JohnBolton
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.
John BoltonLocomotive Games (THQ)Current Project: Destroy All Humans (Wii). IN STORES NOW!
SFSpoto
SFSpoto
Ah ok, i undestand.

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