During my studies in 3D Mathematics, I have mostly found that projection is achieved with a view frustum described as a matrix which involves variables near/far plane. This isn’t how projection in papervision is done by default, so, this set me on to a new path for unprojecting coordinates. This new path uses the perspective matrix.
Continue reading ‘Papervision3D Camera3D unprojectMatrix function’
Tag Archive for 'papervision'
This class factors out a lot of work that needs to be done to position 3D objects at variable rotations, world coordinates, and screen distances. Use the link below to get the utility class. Using this class requires papervision. If you don’t already have papervision, then you probably don’t need this class… Also, the sample isn’t pretty (graphically), and the source has some weird key controls. They are completely unintuitive but get the job done for testing ![]()
Continue reading ‘Coordinate Utility class for Papervision 3D’
Recently, I used papervision for a project. I needed to create a carousel like 3D system. Even though I think it would be helpful and interesting to some to write about the carousel, I’m going to focus on the equations this task led me to instead. I think they’ll prove to be very useful to anyone that needs to match design compositions with pixel perfect precision. To really get the most out of this article, you’ll need some papervision experience. Having made a carousel will help too
At the moment, I’m unable to share any working example of the carousel, but at some point I should be able to post an example. Continue reading ‘Plane Scaling and Positioning with Papervision’