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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: OpenGL question....
> Hey-
>
> It seems to be that you wouldn't need to isolate those matrices to be able
> to do that.
>
> All you would have to do is draw you scene normally (zooming away), then
> push that matrix onto the stack, translate (zoom) to where you want to
draw
> the object, draw it there and then either pop your original matrix to
> continue drawing the scene or load the identity into the modelview matrix.
>
> Did that make sense, or am I not quite grasping what you want to do here?
>
> -Brian
*** Hello,
Yes, that makes sense, but I dont belive that would achive the same
result. The effect
I am aiming to duplicate is commonly used in cinematograpy and is achived as
follows:
the camera is moving backwards ( on some sort of mobile mount ) whist
zooming the lens
towards the subject in sync with the aforementioned backward motion. Thereby
giving the
illusion of a moving background in constrast against a static subject. I
have implemented
this in software rendering where I have control of both the object matrix
and the camera's
orientation matricies, but in OpenGL they are pretty much hardwared together
intrinsicly... Thanks
for the info on the matrix stacks... I have been doing some research on
that, and should be
able to come up with something soon.
Thanks for yer help,
Josiah
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