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
> >
> > 
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