Okay, I've been doing some research and I think I can piece together most
of the equations. The only thing I need to know how the FOV is defined in
the HL SDK. In OpenGL, the FOV can be set in a call to gluPerspective
where the FOV passed in is the FOV in degrees in the y direction. In
DirectX,
again
you have a radius quickly, without screen pixel to angle transforms.
Persuter
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Commando
> Sent: Sunday, April 14, 2002 5:33 PM
> To: [EMAIL PROTECTED]
> Subject: [hl
Okay, here's a tough one and I don't really know how to approach it. I
want to take an angle (a weapon's accuracy cone actually) and convert it to
the number of pixels on screen from a player's viewpoint that angle would
cover. I know I will need to take the current FOV and the current screen
re
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