2D (ortho) editing


Re: 2D (ortho) editing
#20
Thanks for the insight Tim and Travis,

My current code isn't that math oriented at the moment, because of the frequency it might be called at (bin browsing etc) it needs to stay relatively simple.

It basically only calculates the optimal 'eye.z' position (in modelview space) from each bounding box corner and takes the one closest to the viewer for a final negative translate in the modelview matrix.

This method should be somewhat better then the one currently used in 1.0 though.
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Messages In This Thread
2D (ortho) editing - by Roland Melkert - 2012-05-03, 20:19
Re: 2D (ortho) editing - by Tim Gould - 2012-05-03, 21:30
Re: 2D (ortho) editing - by Roland Melkert - 2012-05-03, 22:09
Re: 2D (ortho) editing - by Tim Gould - 2012-05-04, 0:52
Re: 2D (ortho) editing - by Roland Melkert - 2012-05-04, 16:20
Re: 2D (ortho) editing - by Travis Cobbs - 2012-05-04, 18:04
Re: 2D (ortho) editing - by Roland Melkert - 2012-05-04, 18:14
Re: 2D (ortho) editing - by Travis Cobbs - 2012-05-04, 18:23
Re: 2D (ortho) editing - by Willy Tschager - 2012-05-04, 12:08
Re: 2D (ortho) editing - by Philippe Hurbain - 2012-05-04, 12:23
Re: 2D (ortho) editing - by Steffen - 2012-05-04, 15:55
Re: 2D (ortho) editing - by Roland Melkert - 2012-05-04, 16:05
Re: 2D (ortho) editing - by Steffen - 2012-05-04, 16:09
Re: 2D (ortho) editing - by Roland Melkert - 2012-05-04, 16:38
Re: 2D (ortho) editing - by Travis Cobbs - 2012-05-04, 18:10
Re: 2D (ortho) editing - by Roland Melkert - 2012-05-04, 18:27
Re: 2D (ortho) editing - by Tim Gould - 2012-05-04, 23:57
Re: 2D (ortho) editing - by Travis Cobbs - 2012-05-05, 17:36
Re: 2D (ortho) editing - by Roland Melkert - 2012-05-06, 16:43
Re: 2D (ortho) editing - by Roland Melkert - 2012-05-12, 20:06

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