Article View: comp.sys.sgi.graphics
Article #22Perspective
From: Tim Hall
Date: Wed, 30 Dec 1992 01:06
Date: Wed, 30 Dec 1992 01:06
25 lines
1433 bytes
1433 bytes
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
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Newsgroups: comp.sys.sgi.graphics Path: arc1-ca.pugleaf.net!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