I am writing a simple gyro test app in which I want to be able different sides of a polygon by tilting the phone to different orientation. It is similar to the head-tracked rendering technique but I a
This question is actually for Unity3D, but it can also be a more general question, so therefore I\'m going to make this question as general possible.
I am having trouble getting correct frustum culling to work. I got开发者_StackOverflow a great suggestion from someone about AABB point testing and it works great but I have gotten to the point where
I am rendering an old game format where I have a list of meshes that make up the are you are in. I have finally gotten the PVS (regions visible from another region) working and that cuts out a lot of
Given a 3D 开发者_运维百科position of a camera, 3D target position of the camera (the point the camera points to), far plane distance from the camera, field of view and aspect ratio, how can I calcula
I want to check a view frustum against the axis aligned bounding boxes of some objects, to check roughl开发者_StackOverflow社区y whether those objects are in the field of view or not. Speed is not a b
I have set up a frustum with fov=50, near=0.开发者_开发知识库1,far=1000,aspect ratio=3/2 yet it isn`t coming nice--my object appears to be compressed on far side.suggest something that might help. A s
I am trying to implement frustum culling in my OpenGL 2d game. The only kind of geometric objects in 开发者_运维知识库my game at this point are rectangles, so I thought this would be pretty easy, but
I\'d like to add an OpenGL ES view as an overlay to my camera view. From this question and its anser I came to know the two field angles of the iPhone 4 rear camera.
Let\'s see if I can explain myself. When you set up the glFrustum view it will give the perspective effect. Near things near & big... far things far & small. Everything looks like it shrinks