On Sat, 19 Feb 2005 12:44:32 +0000 dunk <[EMAIL PROTECTED]> wrote: > hello, > > i would like to be able to use a camera without perspective for > isometric style games ( balazar bomber would be better in isometric i > think ). i found soya.Camera.ortho but it doesnt work like i expect it > to: half the scene disappears. is there a bug in frustum code perhaps? > > in _init_frustum > ... > if self._option & CAMERA_ORTHO: > l = fov / 75.0 > ratio = l * ratio > ... > > whereas in _sub_render: > ... > if self._option & CAMERA_ORTHO: > v1 = self._fov / 20.0 > v2 = v1 * self._viewport[3] / self._viewport[2] > glOrtho(-v1, v1, -v2, v2, -10000.0, 10000.0) > ... > > should the number dividing fov be the same?
Actually othogonal camera doesn't have a FOV ; the fov attribute is used like a "pseudo FOV" but it doesn't have the same scale. I've tried Balazar Bomber with ortho camera and i get the same problem : some blocks are not displayed. I think it is due to some culling algorithms that culls these blocks. The guess the algo works only with frustum (othogonal camera doesn't have a frustum but rather a box). Jiba
