Game Development Community

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?

#1
04/12/2012 (3:42 pm)
You might search on "view matrix" in the code base or some similar words. I am guessing it is a matrix of some sort determining the projection. Of course this is DirectX and I have only used OpenGL, so I am not sure what it would be called. Maybe search on google for DirectX projections and search on whatever functions turn up in the T3D codebase.
#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.
i167.photobucket.com/albums/u143/heretek/torque/projection.png
#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
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.