[Bf-committers] Help with some Matrix math

Ton Roosendaal ton at blender.org
Mon Nov 15 10:38:11 CET 2004


Hi,

No math needed, just project_vert()!

-Ton-

On 15 Nov, 2004, at 6:31, Alexander Ewering wrote:

>
> Another attempt to get coding help on this list ... ;-)
>
> I'm writing a PostScript exporter (in native Blender code) which  
> exports
> the 2d view as seen from the camera.
>
> I'm having trouble transforming the 3d coordinates correctly into the
> field of view. I'm right now taking the inverse matrix of the camera
> object, multiply the 3d coords of a vertex with it, and then use
> x/z and y/z as the 2d x/y coordinates.
>
> This works, but I get some arbitrary scaling and translation in the
> 2d plane. I would like the FOV of the camera to span the range (0,0)  
> to (1,1) in the 2d coordinate
> system.
>
> How can I achieve this? I guess this also has something to do with
> the Lens value.
>
> Thanks
>
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
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>
------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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