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As for 3D point to screen xy, you'll need a few things.
POV's Perspective Matrix
InvertMatrix function
CameraMatrix 4x4
inv cam to world matrix, subv(pnt-campos)
pop world matrix
if (point[2] > 0) pop perspective matrix
which returns xy;
That's your camera.
> 0 because u dont have eyes in the back of your head.
if < 0, do nothing, move-on to the next pnt/star/object.
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