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Orthographic Projection Matrix
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Topic: Orthographic Projection Matrix (Read 2529 times)
yoshi
Newbie
Posts: 40
Orthographic Projection Matrix
«
on:
June 24, 2006, 04:38:26 am »
How can I get an orthographic projection matrix with which to set the camera transform?
I've looked up how this matrix works in directx and OGL but I am confused as to how this translates into CS.
Thanks.
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jorrit
Administrator
Hero Member
Posts: 1703
Re: Orthographic Projection Matrix
«
Reply #1 on:
June 24, 2006, 06:43:39 am »
Can you tell me what you want to do exactly?
Greetings,
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yoshi
Newbie
Posts: 40
Re: Orthographic Projection Matrix
«
Reply #2 on:
June 24, 2006, 06:53:16 am »
I am looking to render quads (used for a GUI) orthographically into the view after drawing the 3d, non-GUI scene. I want to do this to avoid perspective distortion and to preserve the fidelity of the GUI textures.
Basically, I haven't been able to successfully set the camera transform to do an orthographic projection. In DX there was a function to set one up in D3Dx, and in OGL there are functions to set a 2d orthographic matrix as the projection matrix. I'm pretty much looking to see if I'm overlooking some peculiarity of CS or a much easier way to achieve this effect in CS.
Thanks very much.
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jorrit
Administrator
Hero Member
Posts: 1703
Re: Orthographic Projection Matrix
«
Reply #3 on:
June 24, 2006, 06:56:52 am »
Ah but I 'm afraid CS camera system can't really do ortographic projection. But you can also render quads directly in screen space.
Greetings,
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yoshi
Newbie
Posts: 40
Re: Orthographic Projection Matrix
«
Reply #4 on:
June 24, 2006, 07:24:04 am »
I'm not sure I quite understand what you mean by rendering quads in screen space.? How exactly is this done?
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yoshi
Newbie
Posts: 40
Re: Orthographic Projection Matrix
«
Reply #5 on:
June 24, 2006, 11:55:38 pm »
Nevermind, I think I figured it out. Thanks.
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