Um he stated the projection matrix is undocumented because its identity, ie, it 
is not ever messed with, and even if it was, you could glGet it.

On Sep 10, 2010, at 9:59 AM, George Toledo 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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