I don\'t have much OpenGL experience. I am trying to draw a teapot and move a camera around the teapot. To this end I am using the gluLookAt function. The problem is that when I call gluLookAt the scr
So I\'ve decided to rewrite an old ray tracer I had which was written in C++ and to do it in C#, leveraging the XNA framework.
I\'m currently developing my own augmented reality app. I\'m trying to write my own AR Engine, since all frameworks I\'ve seen so far are just usable with GPS data.
I\'m having some strange behaviour inside a WPF app I\'m writing. When I run an animation on the camera position (a Point3DAnimation on PerspectiveCamera.PositionProperty), I get really bad flickering
I am wondering if gluLookAt together with glFrustum is distorting the rendered picture. This is how a scene is rendered:
So I have a XNA application set up. The camera is in first person mode, and the user can move around using the keyboard and reposition the camera target with the mouse. I have been able to load 3D mod
I am currently working on some raycasting in GLSL which works fine. Anyways I want to go from orthogonal projection to perspective projection now but I am not sure how to properly do so.
I am trying to perform a simple perspective projection of various 3D structures, defined as a plurality of 3D polygons (different z\'s), each comprising a plurality of points. The structure will be vi
I am trying to render an object using inverse/revers/byzantine projection. To that effect I have tried both finding the formula or deriving it.