Pseudocode example for updating x y z coordinates Sexs bidio chat
So X, Y and Scale would be first divided by Z and then multiplied by 1000 as you said.| But I thought I had to first transform the object coordinates in the world into camera space and THEN into screen space.I think I updated the fiddle instead of forking it :( I apologize for that!I left several comments which hopefully clearly outline what I did and why.I'm not sure how helpful this will be to you, but you might want to look at the projection matrix formula shown on this page from the Direct3D API documentation.In D3D and similar APIs, perspective projection is done by multiplying a point like [x, y, z, 1] by this matrix, then dividing the result by its fourth component (see What does the graphics card do with the fourth element of a vector? Again, this is done after any camera rotation/translation are applied.
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The following pseudocode as an example: horizon_x = screen_width / 2 //or wherever you've placed it horizon_y = screen_height / 2 //again, wherever else is fine scaleinverse = 1.0 - scale_factor //the inverse of your scale_factor drawn_x = (obj.x * scale_factor) (horizon_x * scaleinverse) drawn_y = (obj.y * scale_factor) (horizon_y * scaleinverse) to your calculations, you determine the perspective's 'offset' for the object, such that it appears to move towards the vanishing point or horizon, or whatever you wish to call it.