3 ms·
One bit: > However, I don’t know why the lower edge of the sprite is bent that way. For the perspective it wouldn’t be necessary (below is a 3Ds Max scene to s
by jvanderbot 3y ago
One bit:
> However, I don’t know why the lower edge of the sprite is bent that way. For the perspective it wouldn’t be necessary (below is a 3Ds Max scene to show that the horizontal lines are straight if the camera isn’t rotated around its front axis):
I think (think!) this is necessary to simulate a vanishing point "below" the ground for vertically-oriented sprites. If the three pikes rotate out at the top, the bottom has to rotate a bit with it. A skew transform wouldn't look right.
The 3dmax scene didn't show much of it b/c it was straight-on with the viewport and with square textures a skew looks ok.
In the moving example, the three stakes would indeed spread out w.r.t. the eye position in real-ish life as you got closer. The 3dmax render does not illustrate this well.