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BadPerspective.md

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Bad Perspective Checkpoint

I was excited to get my square and triangle meshes working (vertices on for debugging): square triangle

But there's some perspective issue I'm missing that's causing my 3d models to act very strangely.

Here are some rotations of my cube model: cube cube1 cube2 cube3

In the first two, the w component of the vectors storing the mesh vertices is set to 0, and in the second, it's set to 1. I think 0 is correct, its output is arguably closer to the intended behavior. I'm not sure why half of the vertices are fine and half are projected to (0, 0). In the pyramid mesh it's only one vertex that's projected to the origin. Likely candidates for errors are:

  • Matrix multiplication algorithm
  • Clipping plane misconfiguration