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Old 12-20-2004, 04:08 PM   #1
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Default practical projection

i need some ideas a practical way for preforming 3d projection. i bought a few books on this subject but they don't have good examples and the're too mathy. any suggestions?
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Old 12-22-2004, 08:14 AM   #2
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Default Re: practical projection

Graphics programming is all about math. Suggestion: learn the math.
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Old 12-22-2004, 11:11 AM   #3
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Default Re: practical projection

ya! i realized that. i'm just looking for a more useful formula than:
Algebra:

x = x - z * vx/vz
y = y - z * vy/vz
z = 0

Projection Matrix:

[ 1 0 0 0 ]
[ 0 1 0 0 ]
[ -vx/vz -vy/vz 0 0 ]
[ 0 0 0 1 ]
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Old 12-27-2004, 02:09 PM   #4
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Default Re: practical projection

ok. turn this:
x = x - z * vx/vz
y = y - z * vy/vz
z = 0
into something based on eyepoint x,y,z positions and x,y,z angles.
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