orthographic

Orthographic projection Python

為{幸葍}努か 提交于 2019-12-01 14:42:54
I use orthographic projection to plot maps. I use this programm: from mpl_toolkits.basemap import Basemap import numpy as np import matplotlib.pyplot as plt import os, sys from sys import argv import pylab from mpl_toolkits.basemap import Basemap, shiftgrid from matplotlib import mpl from matplotlib import rcParams import matplotlib.pyplot as plt import matplotlib.mlab as mlab import matplotlib.patches as patches import matplotlib.path as path import matplotlib.dates as dt from numpy import linalg import netCDF4 import time import datetime as d import sys import math from mpl_toolkits.axes

Orthographic projection with origin at screen bottom left

旧巷老猫 提交于 2019-12-01 14:39:29
I'm using the python OpenGL bindings, and trying to only use modern opengl calls. I have a VBO with verticies, and I am trying to render with an orthographic projection matrix passed to the vertex shader. At present I am calculating my projection matrix with the following values: from numpy import array w = float(width) h = float(height) n = 0.5 f = 3.0 matrix = array([ [2/w, 0, 0, 0], [ 0, 2/h, 0, 0], [ 0, 0, 1/(f-n), -n/(f-n)], [ 0, 0, 0, 1], ], 'f') #later projectionUniform = glGetUniformLocation(shader, 'projectionMatrix') glUniformMatrix4fv(projectionUniform, 1, GL_FALSE, matrix) That

How to switch between Perspective and Orthographic cameras keeping size of desired object

谁都会走 提交于 2019-12-01 11:50:56
问题 I try to switch between Perspective and Orthographic cameras in my script. I want object on some depth to keep it's projection size. I gave up to understand the geometry... Could you provide some link to a simple tutorial this is too complicated for me. For object with position.z==0 i have: perspCamera = new THREE.PerspectiveCamera(45, W / H, 1, 1000); perspCamera.position.z = 100; var S=Math.tan((45/180)*Math.PI)*100; orthoCamera = new THREE.OrthographicCamera( -S, S, S, -S, 1, 1000 ); It is

Difference between glOrthof and glViewPort

吃可爱长大的小学妹 提交于 2019-11-30 11:37:05
On OpenGL-ES i'm confused on what the difference is between setting glOrthof() glViewPort() GLU.gluOrtho2D() with it's respective parameters. Since I believe it's all setting the part you can see to the specified coordinates (width, height). Which should I use? The glViewport determins the portion of the window to which OpenGL is drawing to. This may be the entire window, or a subsection (think console game's "split screen" mode- a different viewport for every player). glOrthof applies an orthographic projection to the current matrix, which is usually set to the projection matrix before this

Using CreateOrthographicOffCenter in XNA

别说谁变了你拦得住时间么 提交于 2019-11-30 10:51:08
I'm trying to figure out how to draw graphics in XNA, and someone else suggested this. But before I attempt to use this... If I create and use this camera, and set LEFT,TOP to 0 and WIDTH=256 and HEIGHT=240, anything I render to the screen will use these coordinates? So a box with a width and height of 1, if set to 0,0 will take up space from 0,0 to 1,1? The function you are referring to is: Matrix.CreateOrthographicOffCenter(left, right, bottom, top, zNearPlane, zFarPlane) . This returns a projection matrix that can be used to transform a point in world space to a point in projection space.

Difference between glOrthof and glViewPort

被刻印的时光 ゝ 提交于 2019-11-29 17:19:40
问题 On OpenGL-ES i'm confused on what the difference is between setting glOrthof() glViewPort() GLU.gluOrtho2D() with it's respective parameters. Since I believe it's all setting the part you can see to the specified coordinates (width, height). Which should I use? 回答1: The glViewport determins the portion of the window to which OpenGL is drawing to. This may be the entire window, or a subsection (think console game's "split screen" mode- a different viewport for every player). glOrthof applies

three.js orthographic camera object picking

二次信任 提交于 2019-11-28 11:40:51
i am trying to pick objects in a scene where i use an orthographic camera. my code fragment already works, but it is not precise. i already found some answers on stackoverflow, but those are deprecated or won't work anymore at all. here is my code onMouseDown function onDocumentMouseUp( event ) { event.preventDefault(); mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1; mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5); var pos = camera.position; var ray = new THREE.Raycaster(pos, vector.unproject(camera).sub(camera.position

Circle clip and projection with D3 orthographic

丶灬走出姿态 提交于 2019-11-28 06:04:36
I'm working on this and I'm having trouble with clipping the red circle elements as they appear on the globe even past the 90˚ clip angle. Also, is there a way you can apply the projection to the red circles, as in so it looks like they're on the surface of the globe relative to the orthographic angle? At the moment they just appear as 2d circles relative to the screen. Instead of using <circle> elements, you can use GeoJSON point geometries: {type: "Point", coordinates: [λ, φ]} These can then be clipped via D3’s projection system, depending on the clipAngle that you’ve set. So you might have

three.js orthographic camera object picking

孤街醉人 提交于 2019-11-27 06:32:21
问题 i am trying to pick objects in a scene where i use an orthographic camera. my code fragment already works, but it is not precise. i already found some answers on stackoverflow, but those are deprecated or won't work anymore at all. here is my code onMouseDown function onDocumentMouseUp( event ) { event.preventDefault(); mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1; mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5); var

Orthographic camera and selecting objects with raycast

冷暖自知 提交于 2019-11-27 01:52:35
I am running into a bit of difficulty selecting objects with the orthographic camera using the raycaster. Though, I have no problem with it when I use a perspective camera. The only thing I am changing when switching between the two is the type camera. I am able to select faces on the orthographic view, but it is only loosely related to where I am clicking on the screen. When I can click far away from the object and it will still come back as if it has hit the object near its center. Any ideas on what I am missing here? I am basing much of my code on this example , and am hoping to achieve a