Orthographic projection camera?
by Jason Rocheleau · in Torque 3D Professional · 04/12/2012 (3:04 pm) · 5 replies
I've searched through the script reference, the engine reference, and this forum, and have found no conclusive answer: Does Torque3D support orthographic cameras?
#2
04/12/2012 (5:12 pm)
Why would it not? It's nothing more than view dependent camera angles of a scene. The Editor allows you to switch between them.
#3
04/13/2012 (1:29 pm)
Technically, those modes don't actually change the projection mode to orthographic. They just set an "ortho-like" camera rotation and position. There is a function for setting the camera to orthographic projection mode (GFXDevice::setOrtho()) but it isn't exposed to the console. It appears to be used mainly by various render-to-surface or render-to-texture operations like shadows and imposters.
#4
04/13/2012 (1:33 pm)
Axonometric projection, is the technical nomenclature for that which Richard describes ;)
#5
I'm only rambling about this because it's kind of silly how we have so many terms that really mean essentially the same thing but from different disciplines.
04/19/2012 (1:17 pm)
"Orthographic" may not be the nomenclature but I'm pretty sure it has been used for that purpose longer than computers have existed - though I took drafting in 1983-85 and can't from personal knowledge state this as a fact. An "orthographic" drawing is one that utilizes no perspective. Technically, though, a "perspective" drawing in drafting doesn't use perspective either - no vanishing points, etc.I'm only rambling about this because it's kind of silly how we have so many terms that really mean essentially the same thing but from different disciplines.
Torque Owner Demolishun
DemolishunConsulting Rocks!