Hi,
I've been searching through this board about a camera behavior i want to implement. I know this has been asked, and answered by Mr. Mike, a year or two ago but i can't find it. If anyone could find this old topic, i'd really appreciate it.
I'm thinking of a simple camera behavior where the camera would smoothly zoom in to an object but just enough that the entire 3d model would perfectly fit in the camera's view. More specifically, i'm creating a 3D textured quad with GUI elements rendered in the texture then the camera would zoom in to that quad until it would look like as if it was rendering quads in an orthographic projection; but it would still be in perspective projection. Similar to how does Windows Aera View transitions back.
[IMG:http://hackspc.com/wp-content/uploads/2010/11/Windows_7_Aero.jpg]
I'm drawing blank on where to start on the math for this behavior. Can anyone be so kind to explain the mathematics for this? Pseudo-code would even be much helpful. Thanks!
I've been searching through this board about a camera behavior i want to implement. I know this has been asked, and answered by Mr. Mike, a year or two ago but i can't find it. If anyone could find this old topic, i'd really appreciate it.
I'm thinking of a simple camera behavior where the camera would smoothly zoom in to an object but just enough that the entire 3d model would perfectly fit in the camera's view. More specifically, i'm creating a 3D textured quad with GUI elements rendered in the texture then the camera would zoom in to that quad until it would look like as if it was rendering quads in an orthographic projection; but it would still be in perspective projection. Similar to how does Windows Aera View transitions back.
[IMG:http://hackspc.com/wp-content/uploads/2010/11/Windows_7_Aero.jpg]
I'm drawing blank on where to start on the math for this behavior. Can anyone be so kind to explain the mathematics for this? Pseudo-code would even be much helpful. Thanks!
The post was edited 1 time, last by BrentChua ().