10-11-2001, 10:19 AM

I'm not quite sure if this has been asked before - sorry if this is a repetition. And i do find it hard to express exactly what i'm looking for but here we go:

I compared OpenGL's projection of a 3D coordinate to the formula:

Sx = Cx + Fovy * (Vx / Vz)

Sy = Cy + Fovy * (Vy / Vz)

...and for some weirdo reason the projections aren't the same. Infact, they're way off. Now I do realize that the 'fovy' is an angle between 0 and 180; is some trigonomic conversion required for FovY?

Thanks for any advice,

-Brian

I compared OpenGL's projection of a 3D coordinate to the formula:

Sx = Cx + Fovy * (Vx / Vz)

Sy = Cy + Fovy * (Vy / Vz)

...and for some weirdo reason the projections aren't the same. Infact, they're way off. Now I do realize that the 'fovy' is an angle between 0 and 180; is some trigonomic conversion required for FovY?

Thanks for any advice,

-Brian