3d Perspective Corretion

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Martijn

3d Perspective Corretion

Post by Martijn »

Hello everyone!

I would like to now if someone could help me with finding some information about the perspective correction on the wireframe in 3D engine's.

I have googled for information about it for several hours but it looks like perspective correction has been intergrated in the intel CPU as I found nothing usefull.

If you could point me to the place in the IRRLight source code where the perspective correction is done I would be very pleased!

Or even better if you could provide me with an tutorial/doc about it!

Thanks in advance!

Martijn

PS: I am not looking for information about Perspective Texture Mapping. But the real correction on the wireframe.
saigumi
Posts: 921
Joined: Fri Aug 22, 2003 11:31 am
Location: St. Louis, MO USA
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Post by saigumi »

Do you mean field of view, aspect ratio, and near/far plane adjustment? Or do you mean orthogonal?
Crud, how do I do this again?
Martijn

Post by Martijn »

saigumi wrote:....field of view, aspect ratio, and near/far plane adjustmen?....
The effects normally done with vanishing points in drawings.
djceejay
Posts: 41
Joined: Fri Feb 25, 2005 11:42 am

Post by djceejay »

I think Martijn means the matrix operation to projection/perspective coordinates - where points converge as they move further away from the camera.

The pipeline is:
local->world->camera->projection/perspective->clip->screen/rasterisation

Have a google for "graphics pipeline".
djceejay
Studying :: BSc Computer Games Technology :: UK
Martijn

Post by Martijn »

Exactly djceejay.

I'll try your tip, thanks!
JoeWright
Posts: 74
Joined: Mon Dec 08, 2003 3:51 pm

Post by JoeWright »

Perspective transformation

Joe
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