09-19-2003, 01:03 AM
when you rotate the camera in a 3d world, you have to rotate the whole world in the opposite direction... which could mean millions of polys.
so i had this idea - instead of rotating polys, why not just project the world on a rotated plane?
our 3d objects have three coords per point... but our screen is only a 2d plane. when we draw the world on the screen, we project the world on the XY plane. BUT had we projected the world on the XZ plane, it would be as if we are looking at the world down-up.... as if we rotated the camera by 90deg up.
and all we did was diving the X and Z coords by Y instead of diving the X and Y coords by Z...
so perhaps you could use this method of chaning the projection plane instead of rotating every poly in the world. i dont know how it goes with diagonal planes, but i dont think it should be too complex.
[Flexibal>
so i had this idea - instead of rotating polys, why not just project the world on a rotated plane?
our 3d objects have three coords per point... but our screen is only a 2d plane. when we draw the world on the screen, we project the world on the XY plane. BUT had we projected the world on the XZ plane, it would be as if we are looking at the world down-up.... as if we rotated the camera by 90deg up.
and all we did was diving the X and Z coords by Y instead of diving the X and Y coords by Z...
so perhaps you could use this method of chaning the projection plane instead of rotating every poly in the world. i dont know how it goes with diagonal planes, but i dont think it should be too complex.
[Flexibal>