Author Topic: FOV/Distance values to produce a near flat camera (Ortho)  (Read 2662 times)

Offline shailevy

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FOV/Distance values to produce a near flat camera (Ortho)
« on: March 04, 2014, 06:59:57 pm »
Hi,
* I know JPCT doesn't support Orth camera (Isometric projections and bla bla ...).

I working on an Android app that allows you to manipulate (move, rotate, scale ...) a 3d model (with texture) and as you might guess when I move the objects to the coroner's it feels "tilted" .. camera perspective issues and etc..

I'm trying to figure out good FOV and Camera Distance values that a good user experience when moving to objects to the corners of the screen.

I can played with values a lot and results are hard to judge.
Any suggestion for a good "hard coded" values that will provide me with something close to a flat camera ?
 

Offline aZen

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Re: FOV/Distance values to produce a near flat camera (Ortho)
« Reply #1 on: March 04, 2014, 08:15:36 pm »
Here is what I'm using in my VoxelShop application (desktop software renderer) @ http://blackflux.com/node/11

    public static final float SIDE_VIEW_MIN_ZOOM = 10000f;
    public static final float SIDE_VIEW_MAX_ZOOM = 60000f;
    public static final float SIDE_VIEW_ZOOM_START = 20000f;
    public static final float SIDE_VIEW_ZOOM_FOV = 0.015f;

Should give you a good starting point.

Offline shailevy

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Re: FOV/Distance values to produce a near flat camera (Ortho)
« Reply #2 on: March 13, 2014, 02:22:25 pm »
My camera never moves so I assume the min/max values aren't relvant

If I understood  you correctly  the code that will get to the values you suggest:

      world.getCamera().moveCamera(Camera.CAMERA_MOVEOUT,
            SIDE_VIEW_ZOOM_START);

      world.getCamera().setFOV(SIDE_VIEW_ZOOM_FOV);


Correct ?

Offline aZen

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Re: FOV/Distance values to produce a near flat camera (Ortho)
« Reply #3 on: March 15, 2014, 09:22:00 pm »
Depending on where your objects are, yes. Also make sure you set the far plane correctly.