theDream Posted August 4, 2022 Share Posted August 4, 2022 Does anyone know how the projectioncameramatrix is calculated in Leadwerks? Quote Link to comment Share on other sites More sharing options...
Josh Posted August 4, 2022 Share Posted August 4, 2022 Same as GLUT does it: //Make orthogonal projection matrix void Mat4::Ortho(const float left, const float right, const float top, const float bottom, const float znear, const float zfar) { i.x = 2.0f/(right-left); i.y = 0.0f; i.z = 0.0f; i.w = 0.0f; j.x = 0.0f; j.y = 2.0f/(top-bottom); j.z = 0.0f; j.w = 0.0f; k.x = 0.0f; k.y = 0.0f; k.z = 2.0f/(zfar-znear); k.w = 0.0f; t.x = -(right+left)/(right-left); t.y = -(top+bottom)/(top-bottom); t.z = -(zfar+znear)/(zfar-znear); t.w = 1.0f; } void Mat4::Perspective(const float left, const float right, const float bottom, const float top, const float znear, const float zfar) { float A = (right+left)/(right-left); float B = (top+bottom)/(top-bottom); float C = -(zfar+znear)/(zfar-znear); float D = -(2.0*zfar*znear)/(zfar-znear); i.x = (2.0*znear)/(right-left); i.y = 0; i.z = 0; i.w = 0; j.x = 0; j.y = (2.0*znear)/(top-bottom); j.z = 0; j.w = 0; k.x = A; k.y = B; k.z = C; k.w = -1; t.x = 0; t.y = 0; t.z = D; t.w = 0; } Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
theDream Posted August 4, 2022 Author Share Posted August 4, 2022 Thanks for the reply. I am having some issues calculating left, right, top, bottom. What I have researched says that (bottom = -top). But in your B calculation and the ones I have seen, top and bottom are added together. To me (top + bottom) should equal 0. But that is obviously not the case since there would be no need to calculate B since it would always be 0. And thank you again for the help, I appreciate it. Quote Link to comment Share on other sites More sharing options...
Josh Posted August 4, 2022 Share Posted August 4, 2022 I don't really understand the math, I just copied the code from the explanation in the OpenGL documentation. In GL, the bottom/top might be the reverse of what you are expecting.. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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