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persp_project - Man Page

Projects a 3d point into 2d screen space. Allegro game programming library.

Synopsis

#include <allegro.h>

void persp_project(fixed x, fixed y, fixed z, fixed *xout, fixed *yout);

void persp_project_f(float x, float y, float z, float *xout, float *yout);

Description

Projects the 3d point (x, y, z) into 2d screen space, storing the result  in (*xout, *yout) and using the scaling parameters previously set by  calling set_projection_viewport(). This function projects from the  normalized viewing pyramid, which has a camera at the origin and facing  along the positive z axis. The x axis runs left/right, y runs up/down,  and z increases with depth into the screen. The camera has a 90 degree  field of view, ie. points on the planes x=z and -x=z will map onto the  left and right edges of the screen, and the planes y=z and -y=z map to  the top and bottom of the screen. If you want a different field of view  or camera location, you should transform all your objects with an  appropriate viewing matrix, eg. to get the effect of panning the camera  10 degrees to the left, rotate all your objects 10 degrees to the right.

See Also

set_projection_viewport(3), get_camera_matrix(3), ex3d(3), exstars(3)

Referenced By

ex3d(3), excamera(3), exquat(3), exscn3d(3), exstars(3), exzbuf(3), get_camera_matrix(3), set_projection_viewport(3).

The man page persp_project_f(3) is an alias of persp_project(3).

version 4.4.3 Allegro manual