How to use orthographics projection
Blitz3D Forums/Blitz3D Programming/How to use orthographics projection
| ||
Can someone explain to me how you use orthographic projection as one of the camera modes. An example of it in use would be helpful. I assume it is a view in a particular direction with no perspective. Is this correct? |
| ||
Yes.Graphics3D 640,480,32,2 cube=CreateCube() RotateEntity cube,45,45,45 cam=CreateCamera() ;comment the following two lines to view it unorthoganoly CameraProjMode cam,2 CameraZoom cam,.1 PositionEntity cam,0,0,-5 WireFrame True While Not KeyHit(1) RenderWorld Flip Wend Okay, not much of a sample in use. It is usually used for isometric 3d, like the 3d view in "ant attack" (in the showcase section now I believe) |
| ||
Thanks heaps, after testing out a few things it looks like just what I am after. |
| ||
Matty, you'll get all sorts of z order issues - which you'll soon find out. It's better IMHO to set up a high camerarange, move the camera far away from the scene and camerazoom right in - acheives much the same effect without the z-order issues. |
| ||
Haven't used it for a long time, but I seem to recall it being quite slow too? |
| ||
That may be because there is currently no entity level orthographic mode culling. The culling you do get is based on the equivalent settings for a perspective camera. And of course a zoom of 0.1 gives you a pretty large FOV with a perspective camera. Stuff still gets clipped of course but a lot of unnecessary geometry may have to be processed. |
| ||
That would certainly make sense, but I don't think it would have been an issue in the game I was thinking of. Could be though. |