3 ms·
Why is it incorrect? From looking at the demo, it doesn't seem incorrect at all. If it's incorrect, then the incorrectness doesn't affect the end product, whi
by sillysaurus3 12y ago
Why is it incorrect? From looking at the demo, it doesn't seem incorrect at all. If it's incorrect, then the incorrectness doesn't affect the end product, which is all that matters. Lines seem to map to lines, so it seems mistaken to call it incorrect.
I'd be interested in further explanation about why you feel the underlying math could be improved, though.
- pervycreeper 12y agoHe ought to be using what Wikipedia calls a "perspective projection", or, sufficiently in this case, a restriction thereof. Notice how the edges of walls do not appear straight on the screen, even though he mentioned correcting "a fisheye effect" (tellingly alluding to a popular tutorial on this topic at lodev.org). A correct formula is on line 485 of my implementation linked above, found the old fashioned way using basic geometry.
- sillysaurus3 12y agoIndeed, you're right: http://i.imgur.com/oQ7S3Jo.jpg http://i.imgur.com/oQ7S3Jo.jpg On my old laptop, the demo looked fine. But after switching over to a widescreen (and higher FPS) you can tell that it's slightly wrong up close, and noticeably wrong (jittery) in the distance. I wonder what's causing the jitter...