On Fri, Sep 10, 2010 at 9:57 AM, vade <[email protected]> wrote:

> Actually, with all due respect you did not pay attention. I believe Chris
> answered it for you. Get the modelview and projection matrix and do some
> math.
>
>
I wasn't referring to Chris's reply, where he states that the projection
matrix is undocumented.

-George


>
> On Sep 10, 2010, at 8:47 AM, George Toledo wrote:
>
> With all due respect, you're answering a question I'm not asking, and Dr.
> Wright was answering a question by guessing.
>
> On Sep 10, 2010 4:57 AM, "Louis Schultz" <[email protected]> wrote:
> > George,
> >
> > Dr Wright was sending you in the correct direction. Perspective assumes a
> fixed distance from a fixed eye point to a fixed picture plane. The view
> that eye has is perpendicular to the picture plane, and an object to be
> represented on that picture plan is some distance behind that plane.
> >
> > The apparent effect of moving an object away is a function of its
> distance from the eye AND the distance from the eye to the front of the
> picture plane. Perhaps the attached image will help to make that more clear.
> >
> >
> > If we let DP = distance from eye to picture plane; DO = distance from eye
> to the object, then a plane or line parallel to the picture plane would
> appear to be (DE/DO) x (absolute size of the line or plane)
> >
> > You can also use that same formula and a bit of trigonometry to figure
> out how to make a plane or line appear to tilt in relation to the picture
> plane. In the attached image, imagine the hypotenuse of the blue 45 deg.
> right triangle as an edge view of a 1 unit square (that square being
> perpendicular to the diagram plane). If the edge at A were projected onto a
> picture plane 2 units from the eye position, then it would measure 2/3 =
> 0.667 units. If the line at B were project to the same plane, it would
> measure 2/(3+sqrt0.5) = 0.54 units.
> >
> > To make it clear where those numbers come from, The hypotenuse is 1 unit,
> and the square root of 0.5 is the hypotenuse length x cosine 45, which is
> the angle of the plane in relation to the perpendicular view of the eye.
> >
> > In that case, two edges remain parallel to the picture plane, but with a
> little work you can figure out how to make a plane appear at any distance
> and at any angle to the picture plane. If it gets confusing, all you should
> really need get it figured out are some quick sketches of top and side views
> (picture plane appears as a line).
> >
> > One final note, perspective is a useful tool, but not a true depiction of
> reality (whatever that is). The further an object in that system moves from
> the line of the view, the more distortion creeps in. Consider a 1 unit
> square 8 units behind the picture plane and parallel to it. The square is
> centered on the line of view. The picture plane is 2 units from the view
> point. That square would be 10 units from the eye. If it were moved it 10
> units away from the line of view in the same plane it would actually then be
> 14 units from the eye point. It would project the same size though based on
> our formula. That contradicts what we know to happen.
> >
> > We actually see in something more like spheres of vision rather than
> planes. The distance between the eye and the picture plane has to be zero
> for that to really work though, which is, to state the obvious, how you do
> see the world.
> >
> > I mention that both as a warning to keep things somewhat centered if you
> don't want them to look weird, but also as an encouragement to play with the
> notion of curved picture "planes" if it strikes your fancy. The artists
> Victor Vasarely and of course Escher might be inspirational for that.
> >
> >
> >
> >
> >
> >
> > On Sep 9, 2010, at 8:38 PM, George Toledo wrote:
> >
> >> So, just so I know where this is at, the statement that there is no way
> to do this 100% accurately in QC is valid?
> >>
> >> -George Toledo
> >>
> >> On Thu, Sep 9, 2010 at 2:05 PM, Christopher Wright <
> [email protected]> wrote:
> >>> I basically want to know the exact number, from Apple (or really, from
> anyone, but not a visual comparison/kinda close thing, like this).
> >>
> >>
> >> There isn't an exact number -- this sort of thing requires passing the
> coordinates through the projection matrix QC uses (undocumented, but it's
> been investigated on the list before in the past) as well as the model view
> matrix (which can be arbitrarily configured via Trackball and 3D
> Transformation).
> >>
> >> i'm going to assume this is for faking Z on a Billboard? If so, why not
> just use a sprite? If not, what other reason is there to fake Z positioning
> like this? (I'm not saying there isn't a reason, I'm just not able to think
> of one off the top of my head :).
> >>
> >> --
> >> Christopher Wright
> >> [email protected]
> >>
> >>
> >>
> >>
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