On Fri, Sep 10, 2010 at 10:04 AM, Chris Wood <[email protected]> wrote:

> 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
>

Thanks for the thought on that Chris - in my "guesstimate" setups that
aspect really became apparent, so the particular illusions just place
objects side by side when things are "2D".

-George

>
>
> 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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