Hi,
Is there any way of getting the 2d screen coordinates of a 3d world point?
It would need to take into account the camera angle, position, and field of vision, so could be tricky.
Cheers,
Paul
Finding 2d coordinates of 3d points
some links..:
(oh.. btw: I just googled..)
- old qbasic one.. the basic setup
http://qbasicnews.com/tutorials/tutor8.txt
- a little tutorial
http://www.devmaster.net/articles/softw ... /part1.php
- some nice resources:
http://www.extremetech.com/resource_cen ... 178,00.asp
- one of which is this article:
http://www.geocities.com/SiliconValley/2151/math3d.html
- don't know if this will help you but:
http://www.fastgraph.com/tutorial/appendix1.html
(oh.. btw: I just googled..)
- old qbasic one.. the basic setup
http://qbasicnews.com/tutorials/tutor8.txt
- a little tutorial
http://www.devmaster.net/articles/softw ... /part1.php
- some nice resources:
http://www.extremetech.com/resource_cen ... 178,00.asp
- one of which is this article:
http://www.geocities.com/SiliconValley/2151/math3d.html
- don't know if this will help you but:
http://www.fastgraph.com/tutorial/appendix1.html
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Sorry, I didn't explain myself very well... the sites you mentioned are all about the maths of projecting 3D points onto the screen. I was hoping for something integrated with the DirectX rendering commands, so that you could give it a 3D point, and get back it's position on the screen, taking nto account all the camera position and orientation variables that the rendering engine is currently using.
So for example, you could draw a 2D targetting box around a spaceship as it flies around in 3D space, for a head-up display. You get me?
Cheers anyway,
Paul
So for example, you could draw a 2D targetting box around a spaceship as it flies around in 3D space, for a head-up display. You get me?
Cheers anyway,
Paul

