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Camera projection #124704
04/17/07 17:54
04/17/07 17:54
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
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Matt_Aufderheide  Offline OP
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I think you should be able to set the camera to be orthographic. lIke camera.projtype=0 is perspective and 1 is ortho..


Sphere Engine--the premier A6 graphics plugin.
Re: Camera projection [Re: Matt_Aufderheide] #124705
04/17/07 18:02
04/17/07 18:02
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline
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Excessus  Offline
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The Netherlands
I support this. It would be really usefull for doing shadowmapping from the sun.

Re: Camera projection [Re: Excessus] #124706
04/17/07 22:49
04/17/07 22:49
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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SC, United States
That would be very interesting and very useful as well.

As far as I know, switching between the two is a simple DX method?


xXxGuitar511
- Programmer
Re: Camera projection [Re: xXxGuitar511] #124707
04/18/07 09:00
04/18/07 09:00
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
Yes. With lite-C a 'real' orthographic projection can be easily implemented because you have access to DirectX functions.

The easiest way however is to place the camera far away from the level (like 10000 units) and use a strong zoom factor.

Re: Camera projection [Re: jcl] #124708
04/18/07 09:23
04/18/07 09:23
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Potsdam, Brandenburg, Germany
Quote:

The easiest way however is to place the camera far away from the level (like 10000 units) and use a strong zoom factor.




As far as I know you get into trouble then especially when the level uses fog, clip-range or LOD. So it might be there is only fog in such a distant and zoomed view. But maybe someone could overcome this with a script that changes fog, LOD and clipping while zooming.


Models, Textures and Games from Dexsoft
Re: Camera projection [Re: Machinery_Frank] #124709
04/18/07 15:51
04/18/07 15:51
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Cambridge
then you might still get errors with obstacles, imagine you were in a room or something like that.

Re: Camera projection [Re: Joey] #124710
04/19/07 04:03
04/19/07 04:03
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Matt_Aufderheide Offline OP
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Matt_Aufderheide  Offline OP
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Yes that solution with low camera arc is not so good in most cases.. ortho projection is key...if you can use DX commands in lite-C then i guess its anot a problem though.


Sphere Engine--the premier A6 graphics plugin.
Re: Camera projection [Re: Matt_Aufderheide] #124711
04/19/07 09:02
04/19/07 09:02
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Potsdam, Brandenburg, Germany
Maybe it can be done in a simple shader while transforming the world-matrix in the vertex shader?


Models, Textures and Games from Dexsoft
Re: Camera projection [Re: Machinery_Frank] #124712
04/19/07 11:09
04/19/07 11:09
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline OP
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its better to have the projection predefined and do the world*view*projection mul in the application code..


Sphere Engine--the premier A6 graphics plugin.
Re: Camera projection [Re: Matt_Aufderheide] #124713
04/19/07 15:05
04/19/07 15:05
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Cambridge
how would you do that in lite-c?

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