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Posted
Hello guys,


I'm using viewpoint as my frontend in an application, and I'll user a pixel shader 3 render in my backend. The user interact with viewpoint choose an angle and take a shoot. So the backend renderer must generates a photorealistic image.

I'm having problem to synchronize the viewpoint camera with my renderer.

I'm using the scene orbd as the z position of the camera, and them making the trasnformation in the world matrix (scl_, rot_, tra_) but in the images generated by the renderer, the objects are a little bit far from when I compare the image with viewpoint.

I'm using 45degrees as field of view. What is the field of view used by viewpoint?

Could someone explaim me better how works the viewpoint orbit camera?

Thanks a lot,
Marcelo Muniz
 
Posts: 28 | Registered: May 25, 2005Reply With QuoteEdit or Delete MessageReport This Post
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We did lots of tests and we figured out that my problem is in the projection matrix. All the transformations are correct and only the projection matrix is different.

I would like to know what projection matrix viewpoint uses. What is the field of view viewpoint uses? And is it vertical, horizontal or diagonal?

Thanks,
Marcelo Muniz
 
Posts: 28 | Registered: May 25, 2005Reply With QuoteEdit or Delete MessageReport This Post
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viewpoint doesn't actually look at FOV in the same way other 3d programs do, unfortunately. FOV gets converted to "Camera Scale," converting the 45 degree FOV(whether it is Horizontal, Vertical, or Diagonal) into an appropriate scale.
 
Posts: 1 | Registered: July 22, 2005Reply With QuoteEdit or Delete MessageReport This Post
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