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1 vote
3 answers
500 views

What projection matrix and world transformation do I need to have an isometric projection?

I'm doing my own engine in college to display a wireframe on screen with an isometric projection but I literally can't find any literature about maths behind doing it by hand just for game engines ...
MiguelP's user avatar
  • 111
2 votes
1 answer
256 views

Is it possible to make a projection matrix to not project in the center?

I have the following projection matrix: and I need to make a hole in the center of my matrix, something like that: (I don't want to project a custom W and H) Is that possible ? Thanks.
Cosma Eduard's user avatar
0 votes
1 answer
66 views

Moving a vertex through the cursor

There is a way to move a selected point in a mesh with a cursor(assuming a camera that doesn;t change between frames). The way I remember the algorithm (but seems to be wrong) is: Unproject the ...
Makogan's user avatar
  • 1,736
1 vote
0 answers
253 views

Model View Projection Matrix Multiplcation Order

I'm working on a simple software renderer and have a working implementation so far. I'm curious as to why it's actually working since I would expect the multiplication ordering for my world, view and ...
user13873040's user avatar
1 vote
0 answers
90 views

Why does my self-written rendering engine make further away objects look larger?

I am writing a very simple rendering engine. I have already made a few tests, but somehow the images it creates look wrong. Objects that are further away from the camera look larger than objects ...
HerpDerpington's user avatar
9 votes
2 answers
3k views

How am I able to perform perspective projection without a near plane?

I'm learning about 3D computer graphics, but I'm having a hard time understanding why the near plane of a viewing frustum can not be placed at z position $0$ (right at the camera). I can understand ...
William Breathitt Gray's user avatar