Game Development Reference
In-Depth Information
y
z
X
Eye or Camera
Z
Figure 4-2. Placing the camera or viewer into the world
3.
Project the 3D view onto a 2D surface using a specific camera lens: For the
examples in this topic, we use a frustrum, in which objects that are farther
away are smaller than objects that are closer to the viewer. A frustrum is
basically a pyramid with the top capstone cut off (see the section entitled
“Building the Projection Matrix” later in this chapter for a more detailed
description). The frustrum also defines which objects are included in the final
view. In Figure 4-3 , only the pyramid is included in the final view, because it is
the only object included in the frustrum volume.
 
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