Reputation: 31
Let's see if I can explain myself.
When you set up the glFrustum view it will give the perspective effect. Near things near & big... far things far & small. Everything looks like it shrinks along its Z axis to create this effect.
Is there a way to make it NOT shrink that much? To approach perspective view to an orthographic view.... but not that much to lose perspective completely?
Thanks
Upvotes: 3
Views: 1109
Reputation: 12129
The thing is to understand that orthographic view is a view with a FOV of zero and a camera position at infinity. So there is a way to approach orthographic view by reducing FOV and moving the camera far away.
I can suggest the following code that computes a near-orthographic projection camera from a given theta
FOV value. I use it in a personal project, though it uses custom matrix classes rather than glOrtho
and glFrustum
, so it might be incorrect. I hope it gives a good general idea though.
void SetFov(int width, int height, float theta)
{
float near = -(width + height);
float far = width + height;
/* Set the projection matrix */
if (theta < 1e-4f)
{
/* The easy way: purely orthogonal projection. */
glOrtho(0, width, 0, height, near, far);
return;
}
/* Compute a view that approximates the glOrtho view when theta
* approaches zero. This view ensures that the z=0 plane fills
* the screen. */
float t1 = tanf(theta / 2);
float t2 = t1 * width / height;
float dist = width / (2.0f * t1);
near += dist;
far += dist;
if (near <= 0.0f)
{
far -= (near - 1.0f);
near = 1.0f;
}
glTranslate3f(-0.5f * width, -0.5f * height, -dist);
glFrustum(-near * t1, near * t1, -near * t2, near * t2, near, far);
}
Upvotes: 1
Reputation: 141
The angle is conformed by two parameters: heigth of the nearest clipping plane (determined by top and bottom parameters), and the distance of the nearest clipping plane (determined by zNearest). To make a perspective matrix such that it doesn't shrink the image too much, you can set a smaller height or a further nearest clipping plane.
Upvotes: 2