For a good discussion of this see "Computer Graphics: Principles and Practice" Foley, van Dam, et al.
-DaveS > -----Original Message----- > From: Carlos D Correa [mailto:[EMAIL PROTECTED] > Sent: Monday, June 02, 2003 6:29 PM > To: [EMAIL PROTECTED] > Subject: Re: [JAVA3D] AW: [JAVA3D] Isometric Projection > > > But that's precisely what you get when you fix the camera to > some point > (1,1,1) looking at (0,0,0). It is called isometric projection because > the result is that angles between the three axes are equal > (120 degrees) > The fact that games use 2D or software rendering is just a matter of > implementation. It can be done as well in Java3D, OpenGL, or whatever > decent 3D API. > > So, the term is okay: isometric projection, and the way to do it is > pretty simple, as Florin proposed. > > Carlos > > Karsten Wutzke wrote: > > > Justin Couch wrote: > > > >> Florin Herinean wrote: > >> > >>> Well, I'm not very sure, but if you set a parallel > projection in the > >>> view > >>> and move the camera to a fixed position, let's say (100, 100, 100) > >>> and look > >>> at the origin (0, 0, 0), isn't that an isometric projection ? > >> > >> > >> > >> No. Isometric projection is a technique used in > architectural and gaming > >> systems. The projection works by having non-euclidean > space where the > >> horizontal plane axes are separated by 120 degrees rather > than 90. Or, > >> put more simply, if you draw a horizontal line across the > page, each > >> axis is angled upwardss at 30 degrees up from that. When games do > >> isometric projection, it is a purely 2D, software rendered > solution. > >> It's very common in the RPG-style games like WarCraft, C&C et al. > >> > > I sure he's looking for a 3D view (viewing transform) that makes the > > thing look > > like a traditional 2D isometric view, and simply needs a > proper term for > > it... I guess. > > > > Karsten > > > > > ============================================================== > ============= > > > > To unsubscribe, send email to [EMAIL PROTECTED] and > include in the > > body > > of the message "signoff JAVA3D-INTEREST". For general help, send > > email to > > [EMAIL PROTECTED] and include in the body of the message "help". > > > > ============================================================== > ============= > To unsubscribe, send email to [EMAIL PROTECTED] and > include in the body > of the message "signoff JAVA3D-INTEREST". For general help, > send email to > [EMAIL PROTECTED] and include in the body of the message "help". > ==========================================================================To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".