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DarkBASIC Discussion / Pixel perfect 3d plains?

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M00NSHiNE
21
Years of Service
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Joined: 4th Aug 2003
Location: England, UK
Posted: 26th Mar 2004 20:51
Ive been having a go at making plains that act as buttons, but the problem is I want to do it so that 1 3d unit = 1 pixel, for example a plain that is 96x32 in 3d size would be 96x32 pixels on screen.

One problem I ran into was the fact that they are not flat to the screen, moving the plain to the top left corner moves it further from the camera than if in the centre of the screen.

Any ideas on how to get it to work?

Cheers

Currently thinking of a new company name
Sticking to a project idea for once
zircher
22
Years of Service
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 26th Mar 2004 23:02
Try using POINT OBJECT plainID, cameraX, cameraY, cameraZ. This might help keep the plains true since they'll tilt to look at the camera.

Another method is to move the camera way out and use a narrow field of view (FOV) value to make the camera render flat like a telescopic lens.
--
TAZ

JoelJ
21
Years of Service
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Joined: 8th Sep 2003
Location: UTAH
Posted: 26th Mar 2004 23:21
Quote: "Try using POINT OBJECT plainID, cameraX, cameraY, cameraZ. This might help keep the plains true since they'll tilt to look at the camera."

and you might have to scale them a tiny bit too :p

Do you model? contact me: [email protected]
Arkheii
21
Years of Service
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Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 27th Mar 2004 02:59
I could easily align them using trig and lock object, but I decided to scrap the functions because the mipmapping/filtering/etc. makes the textures either to blurry or too pixellated to be of much use. Actually, bein pixellated is good, but sometimes, depending on position, some pixels seem to be "left out" or missing, which is terrible because I have text on my buttons. I did manage to get some of them to align, but currently the functions aren't versatile enough to look good/align well.


"Story in a game is like story in a porn movie. It's expected to be there, but it's not that important." - John Carmack

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