FOV WTF
by Ian Omroth Hardingham · in Torque 3D Professional · 01/03/2013 (5:10 am) · 9 replies
Hey guys.
T3D is reporting that the camera has an FOV of 70. My maths shows that the FOV is almost exactly 115. What gives? Any info?
Cheers,
Ian
T3D is reporting that the camera has an FOV of 70. My maths shows that the FOV is almost exactly 115. What gives? Any info?
Cheers,
Ian
About the author
Designer and lead programmer on Frozen Synapse, Frozen Endzone, and Determinance. Co-owner of Mode 7 Games.
#2
Anyone know what the dealio is ?
Ian
01/03/2013 (7:30 am)
Basically, I set up a scene in blender to try to recreate what I'm seeing in Torque and the horizontal FOV is bang on 115. This is reinforced by using SOHCAHTOA to check angles and distances.Anyone know what the dealio is ?
Ian
#3
01/03/2013 (7:56 am)
We saw the same thing Ian. T3D uses completely different math than TGEA to calculate the FOV for some reason. Beyond that I did not look into it anymore.
#5
01/03/2013 (11:43 pm)
Funny cause I was just thinking about this today. I've known for some time that T3D's FOV was just plain off, never took the time to really work out just how off it is. Perhaps I will take a look around as well, see if we can't narrow some stuff down.
#6
01/04/2013 (12:27 pm)
Is it off in 800x600 vs widescreen? If not then it may be fine as widescreen should have a wider FOV for the same settings of a 4:3 setting. It would strange to force non-4:3 resolutions to smaller FOV. It would make things look wrong when switching modes.
#7
Does it help at all to know that Torque 3D's FOV is the vertical FOV? The horizontal FOV would depend on the aspect ratio of your GuiTSCtrl. You can see the calculation done in GuiTSCtrl::onRender().
- Dave
01/07/2013 (8:52 am)
Greetings!Does it help at all to know that Torque 3D's FOV is the vertical FOV? The horizontal FOV would depend on the aspect ratio of your GuiTSCtrl. You can see the calculation done in GuiTSCtrl::onRender().
- Dave
#8
01/07/2013 (8:54 am)
Hi David, thanks for the reply. That's very useful, thank you.



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Also aeons ago I was rooting around at this ... but can't really remember about what ... but thought that widescreen might be affecting the view on x-axis (and probably y too).