orthographic

three.js Orthographic Camera: Zoom All

谁说我不能喝 提交于 2019-12-25 09:08:39
问题 I am a complete newbee to three.js , and I cannot find out how to implement a "zoom all" with a OrthograpicCamera . I have been searching on the documentation and on the web, and I have only found solutions for PerspectiveCamera , that involve altering the field of view. My goal is to achieve a fitting of all the 3D objects of a scene to the screen, so they are shown as bigger as possible. Any ideas to achieve this will be helpful. Thanks. 回答1: You could calculate the 2D screen space bounding

Object picking with 3 orthographic cameras and 3 viewports - three.js

时光总嘲笑我的痴心妄想 提交于 2019-12-23 04:08:29
问题 I have a WebGl/ThreeJS application, where I have 3 WebGL Renderers, 1 Scene and 1 Canvas for each renderer . The first 2 Canvases are ok, they work fine. The other canvas, is divided in 3 equal-dimension viewports and in each viewport I have added an orthographic camera in a different position. So I want to be able to detect mouse events on the objects that there in this Scene. I want to detect them in all of the viewports independently. All this, because I want to create a drag and drop

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

Orthographic projection Python

不羁岁月 提交于 2019-12-19 11:54:08
问题 I use orthographic projection to plot maps. I use this programm: from mpl_toolkits.basemap import Basemap import numpy as np import matplotlib.pyplot as plt import os, sys from sys import argv import pylab from mpl_toolkits.basemap import Basemap, shiftgrid from matplotlib import mpl from matplotlib import rcParams import matplotlib.pyplot as plt import matplotlib.mlab as mlab import matplotlib.patches as patches import matplotlib.path as path import matplotlib.dates as dt from numpy import

Libgdx Camera - Setting position having no effect

落花浮王杯 提交于 2019-12-13 03:37:35
问题 I cannot for the life of me figure out why my setting the camera position (both in the create method and the update method) have no effect. The update is being called by my main class I already checked. Here is code: package com.moneylife.zombietown; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; public class GameManager { SpriteBatch spriteBatch; float deltaTime;

Setting a orthographic projection matrix?

旧时模样 提交于 2019-12-13 02:51:58
问题 I am having trouble setting a orthographical projection matrix of dimensions 4x2 with (0,0) being in the center, (-2, -1) being at the bottom left corner, and (2, 1) being at the top right corner. I use glutInitWindowSize(600, 300); to initialize the window size. In my reshape function, I use glViewport(0, 0, w, h); to set the viewport. Also in my reshape function, I use gluOrtho2D(-(float)w/h, (float)w/h, -2.0, 2.0); to set the ortho. However, when I move my mouse around to see the world

DJ3S - Graticule removed when rotation is done in orthographic projection

混江龙づ霸主 提交于 2019-12-12 18:03:54
问题 I am using D3JS orthographic projection to see the world as a sphere and I have added graticule under all the coutries. Everything is fine but when I add drag mecanism to allow rotation the graticule are removed during event handling. Here is the core code : var width = 1000, height = 1000; var projection = d3.geo.orthographic() .scale(475) .translate([width / 2, height / 2]) .clipAngle(90) .precision(.1) .rotate([0,0,0]); var path = d3.geo.path() .projection(projection); var graticule = d3

three.js OrthographicTrackballControls with Angular

戏子无情 提交于 2019-12-12 04:42:51
问题 Is it possible to use the OrthographicTrackballControls of three.js with Angular 4? I tried with: npm install --save three-orthographic-trackball-controls And in my component: import { OrthographicTrackballControls } from 'three-orthographic-trackball-controls'; I had no success and no idea on how to do this. I found solutions for OrbitControls , but using another npm package and RequireJS . Any ideas to solve this issue will be helpful. Thanks in advance. 回答1: See working example of using

How do I set up the viewable area in a scene within OpenGL ES 2.0?

試著忘記壹切 提交于 2019-12-11 09:19:57
问题 I have done programming in OpenGL and I know how to set the viewable area in it with gluOrtho() , but a function like this does not exist in OpenGL ES 2.0. How would I do this in OpenGL ES 2.0? P.S : I am doing my OpenGL ES 2.0 development in Ubuntu 10.10 with the PowerVR SDK emulator. 回答1: As Nicol suggests, you'll want to set up an orthographic projection matrix. For example, an Objective-C method I use to do this is as follows: - (void)loadOrthoMatrix:(GLfloat *)matrix left:(GLfloat)left

How to draw ortho axes for object in perspective projection using modern OpenGL? [closed]

独自空忆成欢 提交于 2019-12-11 06:23:48
问题 Closed . This question needs details or clarity. It is not currently accepting answers. Want to improve this question? Add details and clarify the problem by editing this post. Closed last year . I have 3D scene with perspective projection. Also I can select an object on the scene. I need to draw axes for selected object. The problem is the axes don't save their size in perspective projection. If object is far from the eye (camera), axes is going be small too. How to draw axes with the same