Crystal Space: 4.12.3.3 Perspective Correction

[ < ] | [ > ] |  | [ << ] | [ Up ] | [ >> ] |  |  |  |  | [Top] | [Contents] | [Index] | [ ? ]

#### 4.12.3.3 Perspective Correction

Objects in camera space are still 3D and thus not suited for immediate display on a 2-dimensional screen. Therefore you still need to do perspective correction as follows:

> x = (F * Vc.x) / Vc.z
> y = (F * Vc.y) / Vc.z

x and y are then the 2-dimensional coordinates corresponding to the 3D vertex. We will call this 2D vector Vs.

F is some factor needed to get a correct Field of Vision (FOV). Crystal Space currently uses the height of the display (in pixels) for this.

[ < ] | [ > ] |  | [ << ] | [ Up ] | [ >> ]

This document was generated using texi2html 1.76.