Re: sQLux v1.0 (The Xmas Turkey)
Posted: Sun Oct 30, 2022 9:54 pm
Hi Per,
Ok, I've tried to REMark in explanations of the code, which is a little tidier.
It is not too easy to explain perspective geometry, but here goes :
Imagine that the WINDOW#2 is lying flat behind your computer screen on the table. In that case think of the computer screen as a 3D 'GRID' as used by painters.
You spin the 'flatout_image' around its central axis, looking downwards somewhat. You (an eye) looks through the grid to a target_point, behind the flatout_image.
The exercise is to calculate where on the grid, the eyeline to a 'flatout_pixel' cuts it, relative to the 'central grid viewline'.
Sorry about that : There are a lot of triangular trigonometrical variables involved, making naming uneasy ! And this is just a very simple 3D projection...
It will run faster in this version, as I have used a different SC(ale) value. The image is the one in my last posting.
Hope this helps, if not let me know. Regards, Steve.
Ok, I've tried to REMark in explanations of the code, which is a little tidier.
It is not too easy to explain perspective geometry, but here goes :
Imagine that the WINDOW#2 is lying flat behind your computer screen on the table. In that case think of the computer screen as a 3D 'GRID' as used by painters.
You spin the 'flatout_image' around its central axis, looking downwards somewhat. You (an eye) looks through the grid to a target_point, behind the flatout_image.
The exercise is to calculate where on the grid, the eyeline to a 'flatout_pixel' cuts it, relative to the 'central grid viewline'.
Sorry about that : There are a lot of triangular trigonometrical variables involved, making naming uneasy ! And this is just a very simple 3D projection...
It will run faster in this version, as I have used a different SC(ale) value. The image is the one in my last posting.
Hope this helps, if not let me know. Regards, Steve.