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- Newsgroups: comp.sys.sgi.graphics
- Path: sparky!uunet!enterpoop.mit.edu!world!tjh
- From: tjh@world.std.com (Tim Hall)
- Subject: Perspective
- Message-ID: <C01sFL.3q1@world.std.com>
- Organization: The World Public Access UNIX, Brookline, MA
- Date: Wed, 30 Dec 1992 01:06:56 GMT
- Lines: 25
-
- How is the perspective matrix computed in GL? I'm familar with the
- Foley / Van Dam stuff where the diagonal is 1's and then using 1/d
- (d = distance to viewing plane) etc. etc. I just assumed that this
- would be the case after calling "perspective" and "d" would be found
- from the view angle. However this was not the case as the values
- in the diagonal where not all 1. (Doing a getmatrix after a perspective
- call).
-
- Anyhow, why I ask and have the attention of all you graphics people, is
- because I've been trying to match up the images from my raytracer to the
- images produced using the GL. For small view angles the images match up
- fairly well. For large viewangles my images are slightly larger. Sort
- of like the eye point is a bit too close or the view angle a bit too small.
- (Yeah I've checked out both of those) So now I figure I'm missing a key
- concept on perspective. But it all seems so easy.........
-
- Thanks.
-
-
-
- --
- -Tim Hall
- I felt the water coming up to my chin, up to my nose. When I woke up
- my body was all greasy from the holy oil. I remember being disappointed
- I was still alive. -Harry Call
-