spinning "E" demo questions, for ray casting & surface rendering

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In the spinning "E" Euphoria demo, is there a way to know what the virtual world coordinates for the virtual viewing camera are, and same for the position and dimensions of the virtual screen upon which the "E" is pseudo-projected?

What I mean is, given that the "E" initially has coordinates in a virtual world which are then translated into 'puter screen coordinates for display, the "E" is some distance from a virtual camera which is also positioned vertically and horizontally at some x-y coords; what are those xyz coords for the "camera"?

And, then imagining that the virtual camera is, instead, a light source, which is causing the virtual "E" to be projected onto a virtual screen which ends up being the computer screen, such that the points of projection of the "E" from the rays from the light source end up on the virtual screen in exactly the way the "E" shows up on the computer screen, where in the virtual world IS the virtual viewing screen, and what are its x-y boundaries/dimensions (ie, how big is it)?

I ask the above thinking that that info is useful/necessary to do some "ray-casting" to try to find the surfaces (of the "E") that are in front of other surfaces (of the "E"), so as to make them "solid" and hide the surfaces "behind" them.

Dan

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