3d-rendering

Othographic Projection in XTK

北城以北 提交于 2019-12-20 06:18:35
问题 So I am using XTK to develop a app that will allow users to view multiple 3D meshes in one renderer. The problem is that it uses a perspective camera instead of a orthographic, which causes panning to 'rotate' the meshes a bit. Has anyone been successful in getting XTK to render orthographically without modifying source code? I would rather not modify it but if I have to I will. Thank you! 回答1: So from what I can see, there's no way to set a 3D camera to be in orthographic perspective without

Understanding OpenGL Matrices

会有一股神秘感。 提交于 2019-12-18 10:13:56
问题 I'm starting to learn about 3D rendering and I've been making good progress. I've picked up a lot regarding matrices and the general operations that can be performed on them. One thing I'm still not quite following is OpenGL's use of matrices. I see this (and things like it) quite a lot: x y z n ------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 So my best understanding, is that it is a normalized (no magnitude) 4 dimensional, column-major matrix. Also that this matrix in particular is called the

Getting started with marching cubes in three.js

安稳与你 提交于 2019-12-05 02:28:01
问题 I am new to Three.js and looking for a tutorial to get me started on how to use Marching Cubes in three.js. Some of the projects I have seen so far in three.js which use this are a bit complicated for me, so a simple tutorial would be nice. Thank you. 回答1: I looked at three.js and their marching cubes demo. It seems to have been built specifically for rendering meatballs :-) I started fresh and copied over the lookup tables and rewrote the main functions and linear interprolation methods and

Getting started with marching cubes in three.js

隐身守侯 提交于 2019-12-03 20:23:54
I am new to Three.js and looking for a tutorial to get me started on how to use Marching Cubes in three.js. Some of the projects I have seen so far in three.js which use this are a bit complicated for me, so a simple tutorial would be nice. Thank you. I looked at three.js and their marching cubes demo. It seems to have been built specifically for rendering meatballs :-) I started fresh and copied over the lookup tables and rewrote the main functions and linear interprolation methods and got a new working engine working. My advice would be to do a rewrite yourself (it took me some time), but it

Othographic Projection in XTK

爱⌒轻易说出口 提交于 2019-12-02 08:40:20
So I am using XTK to develop a app that will allow users to view multiple 3D meshes in one renderer. The problem is that it uses a perspective camera instead of a orthographic, which causes panning to 'rotate' the meshes a bit. Has anyone been successful in getting XTK to render orthographically without modifying source code? I would rather not modify it but if I have to I will. Thank you! So from what I can see, there's no way to set a 3D camera to be in orthographic perspective without modifying the source code. However, it seems fairly straight forward to add that functionality. If you add

Understanding OpenGL Matrices

▼魔方 西西 提交于 2019-11-29 20:00:31
I'm starting to learn about 3D rendering and I've been making good progress. I've picked up a lot regarding matrices and the general operations that can be performed on them. One thing I'm still not quite following is OpenGL's use of matrices. I see this (and things like it) quite a lot: x y z n ------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 So my best understanding, is that it is a normalized (no magnitude) 4 dimensional, column-major matrix. Also that this matrix in particular is called the "identity matrix". Some questions: What is the "nth" dimension? How and when are these applied? My biggest