I take it you've considered depth sorting? Should be fixable with a bit of
javascript (order by z, then resize and set z=0) but overlapping sprites
will really spoil the illusion ;) (Another option is to do z *= 0.000001 so
the depth is not visible, but they'll still be sorted correctly).

Chris


On 10 September 2010 14:59, George Toledo <[email protected]> wrote:

>
>
> On Fri, Sep 10, 2010 at 9:57 AM, vade <[email protected]> wrote:
>
>> Actually, with all due respect you did not pay attention. I believe Chris
>> answered it for you. Get the modelview and projection matrix and do some
>> math.
>>
>>
> I wasn't referring to Chris's reply, where he states that the projection
> matrix is undocumented.
>
> -George
>
>
>>
>> On Sep 10, 2010, at 8:47 AM, George Toledo wrote:
>>
>> With all due respect, you're answering a question I'm not asking, and Dr.
>> Wright was answering a question by guessing.
>>
>> On Sep 10, 2010 4:57 AM, "Louis Schultz" <[email protected]> wrote:
>> > George,
>> >
>> > Dr Wright was sending you in the correct direction. Perspective assumes
>> a fixed distance from a fixed eye point to a fixed picture plane. The view
>> that eye has is perpendicular to the picture plane, and an object to be
>> represented on that picture plan is some distance behind that plane.
>> >
>> > The apparent effect of moving an object away is a function of its
>> distance from the eye AND the distance from the eye to the front of the
>> picture plane. Perhaps the attached image will help to make that more clear.
>> >
>> >
>> > If we let DP = distance from eye to picture plane; DO = distance from
>> eye to the object, then a plane or line parallel to the picture plane would
>> appear to be (DE/DO) x (absolute size of the line or plane)
>> >
>> > You can also use that same formula and a bit of trigonometry to figure
>> out how to make a plane or line appear to tilt in relation to the picture
>> plane. In the attached image, imagine the hypotenuse of the blue 45 deg.
>> right triangle as an edge view of a 1 unit square (that square being
>> perpendicular to the diagram plane). If the edge at A were projected onto a
>> picture plane 2 units from the eye position, then it would measure 2/3 =
>> 0.667 units. If the line at B were project to the same plane, it would
>> measure 2/(3+sqrt0.5) = 0.54 units.
>> >
>> > To make it clear where those numbers come from, The hypotenuse is 1
>> unit, and the square root of 0.5 is the hypotenuse length x cosine 45, which
>> is the angle of the plane in relation to the perpendicular view of the eye.
>> >
>> > In that case, two edges remain parallel to the picture plane, but with a
>> little work you can figure out how to make a plane appear at any distance
>> and at any angle to the picture plane. If it gets confusing, all you should
>> really need get it figured out are some quick sketches of top and side views
>> (picture plane appears as a line).
>> >
>> > One final note, perspective is a useful tool, but not a true depiction
>> of reality (whatever that is). The further an object in that system moves
>> from the line of the view, the more distortion creeps in. Consider a 1 unit
>> square 8 units behind the picture plane and parallel to it. The square is
>> centered on the line of view. The picture plane is 2 units from the view
>> point. That square would be 10 units from the eye. If it were moved it 10
>> units away from the line of view in the same plane it would actually then be
>> 14 units from the eye point. It would project the same size though based on
>> our formula. That contradicts what we know to happen.
>> >
>> > We actually see in something more like spheres of vision rather than
>> planes. The distance between the eye and the picture plane has to be zero
>> for that to really work though, which is, to state the obvious, how you do
>> see the world.
>> >
>> > I mention that both as a warning to keep things somewhat centered if you
>> don't want them to look weird, but also as an encouragement to play with the
>> notion of curved picture "planes" if it strikes your fancy. The artists
>> Victor Vasarely and of course Escher might be inspirational for that.
>> >
>> >
>> >
>> >
>> >
>> >
>> > On Sep 9, 2010, at 8:38 PM, George Toledo wrote:
>> >
>> >> So, just so I know where this is at, the statement that there is no way
>> to do this 100% accurately in QC is valid?
>> >>
>> >> -George Toledo
>> >>
>> >> On Thu, Sep 9, 2010 at 2:05 PM, Christopher Wright <
>> [email protected]> wrote:
>> >>> I basically want to know the exact number, from Apple (or really, from
>> anyone, but not a visual comparison/kinda close thing, like this).
>> >>
>> >>
>> >> There isn't an exact number -- this sort of thing requires passing the
>> coordinates through the projection matrix QC uses (undocumented, but it's
>> been investigated on the list before in the past) as well as the model view
>> matrix (which can be arbitrarily configured via Trackball and 3D
>> Transformation).
>> >>
>> >> i'm going to assume this is for faking Z on a Billboard? If so, why not
>> just use a sprite? If not, what other reason is there to fake Z positioning
>> like this? (I'm not saying there isn't a reason, I'm just not able to think
>> of one off the top of my head :).
>> >>
>> >> --
>> >> Christopher Wright
>> >> [email protected]
>> >>
>> >>
>> >>
>> >>
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