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

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