Message-ID: <008801bdfa0e$21821020$9aafccc2@d9a9a4> From: "Linxman" To: Subject: Re: perspective Date: Sat, 17 Oct 1998 22:38:04 +0200 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Reply-To: djgpp AT delorie DOT com There's a great 3D tutorial on http://www.gameprog.com/codex/source.html Check "3D Algebra Tutorial" if you want info about projection and other basic stuff. >jud wrote: >> >> im making a cad type program and i was wondering if any of you know a good >> algorithm for calculationg perspective > >Well, make the translations needed to get your screencoordinates(like >translation and rotations) then either use the matrix: > >1 0 0 0 >0 1 0 0 >0 0 0 -1/d >0 0 0 1 > >where (0,0,d) is the projection plane. > >or (same thing but without the use of a matrix): > >multiply all x and y (after the translations) with >the z-coordinate *(-d) > >I think > >s=0; >if(1-z/5000>0) > s=1/(1-z/5000); >x=x*s; >y=y*s; > >(and then just translate the coordinates to the center of the >screen(like x+=320;y+=240; in a 640x480 window)) > >will work, but it's just ripped out of an old code so I don't know if >it'l work or not... > >Hop it helped anyway. > >Ludvig Larsson >