Questions tagged [projection-matrix]
234 questions
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How to extract camera parameters from Projection matrix
I have a Perspective Camera with a certain projection matrix ,I just want to extract the fow , near plane and far plane from it.
I know there is a function in Three.js :
.updateProjectionMatrix()
it creates a projection matrix based on parameters…

binaryRat
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What methodology to follow to find coordinates on a curved surface?
I have a trouble on finding the "coordinates on a curved surface" when I take a picture of it. Imagine a barrel or a curved surface, having n points on its surface and we need to determine their location. When the surface is photographed from…

dacets
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Understanding the OpenGL projection matrix
I've been writing a program to display 3d models using OpenGL and until now I've used orthographic projection, but I want to switch to a perspective projection so that as the camera goes toward the model it appears to get larger. I understand that I…

Display name
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Projecting Orthographic Matrix Through A Perspective Camera
I need to render a mesh in screenspace, essentially like Unity's IMGUI. I say a mesh specifically as it is a constructed mesh of many UI tris, so I am not looking to use GL quads/tris, for example.
To avoid two cameras, I need to take the scene…

Anon
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Libgdx ProjectionMatrix for stage?
Hey I have a problem with the ProjectionMatrix. I drawed a rectangle at the same x-coordinate as my label but they aren't at the same position. Is there anything like a ProjectionMatrix for stage?
@Override
public void create() {
batch = new…

quoci
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Adding ProjectionMatrix to entity results in wierd behavior when rendering
Introduction to the problem:
I'm working on a game engine using the LWJGL library following this tutorial. However, I'm trying to make it so that there is a real division between the main engine and the game itself. I've therefore complicated the…

BRHSM
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glFrustum isn't creating perspective
I'm trying to create a 3D manipulation program using C++ and openGL. I'm relatively new to openGL so I often have to look up the documentation to find the right function to do what I want. I thought I had a good understanding of orthogonal vs…

Raghav Malik
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How does JavaFX deal with normal checking on projected Shape3Ds?
I looked for a way to create shadows in 3D javaFX programs, and since I found none, I decided to make my own. It accomplishes this by taking the shape of the 3D model, and using a projection matrix to flatten it onto a surface (I'm using the Affine…

pi_squared
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How can I set a Projection Matrix to have a Tibia like projection?
I am beating my head a little bit here for a while but I still could bot find a way to set up a matrix that projects my Unity game in a Tibianeske like manner:
Reading on tutorials on internet I could figure out how a normal orthographic…

Sposito
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Near clip plane intersection
So, I feel like an idiot and I'm losing faith in my ability to understand 3-D maths.
I want to project a triangle from 3-D space into 2-D space. Sounds simple enough, just use a model-view-projection matrix. Got it, easy. However, I just don't seem…

Mark Leopold
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three.js orthographic camera: zoom all for a cube with perspective
I have developed a simple three.js application that renders a cube. I have created three files: index.html, viewer_style.css and viewer.js.
The content of index.html is the following:
…

GLR
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OpenGL ES 2.0 : flip y-coordinates using perspective projection
I wonder if there is an easy way to flip the y-coordinates when using perspective projection? The threads about the issue seem to focused on orthographic projection. I am translating my game based on Canvas to OpenGL ES 2.0 and have relatively…

java
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OpenGL create a projection matrix similar to the kinect camera
I want to create a perspective projection matrix in OpenGL. This projection matrix should simulate the kinect camera from Xbox One. It should be the depth camera from the kinect. It should be as exactly as possible.
I am using for the moment…

Dominick
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World to screen coordinates
I'm using wikitude and I need to get the screen coordinates of the recognized marker. I have converted the projectionViewMatrix to GLKMatrix4 and I've tried this code I've found on multiple sites:
let point = Point3D(x: m.m.12, y: m.m.13, z:…

kemkriszt
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Using processing 3.0 render pipeline with a custom projection matrix
My goal is only to use the current processing PGraphcsOpenGL rendering pipeline replacing the camera or projection transformation matrix. The current code returns me strange results. I can't understand how processing is multiplying matrices…

Bontempos
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