depending on your need… 3DzzD can “simulate” ortho, basically you have to put your object very far from the camera and set it with a high zoom, it is possible with 3DzzD in software mode because it use a very high precision in depth buffer (cant explain here but it is more than double), this means that your objects can be very very far from the camera without any depth buffer error and then look as ortho rendering
Because now I’ve ironed out all the big bugs for Tectonicus, the number one “bug” report is people trying to use it on headless server boxes which don’t have an opengl-capable graphics card. Hence a software renderer as well as a hardware renderer (even if it is a bit slower) is on my todo list, if it can be done without too much effort.
Processing looks like the best option at the moment, even it it does use a totally different API.
Yeah, this was the suggested workaround for using JPCT, but since it’s not proper ortho it’ll cause lots of seams between different tiles so it’ll look ugly as sin.
For a range of reasons that’s not practical I’m afraid. Mostly because the lighting would mean having a huge amount of pre-rendered blocks, but it also makes different camera angles a pain to deal with.
DzzD: Tectonicus renders a minecraft map by drawing thousands of individual output tiles (like this one). Each tile is a single ‘frame’, with a specially positioned ortho camera. If the projection isn’t ortho then adjacent tiles won’t line up correctly.
ok, I did not think of this at first, you may be right but a real test case would be nice to be sure, for my own knowledge I will try to see if two grid rendered can fit perfectly ( the key is to reduce the perspective error to less than one pixel, so if possible, using something like a grid size of maybe 1cm and a camera 1Km far and a full antialias, should not give a big different result than a real ortho, but inded need to try to be sure if it is really possible and that the rendering look nice).
NB : in case it does really not work with a false ortho (far perspective) rendering, a solution to avoid problem maybe is when merging your tiles is to render them twice their requiered render size and once merged reduce the final image size (antialias)
If you can show a practical example of ‘fake’ ortho that can be successfully tiled together as well as ortho i will be genuinely amazed (and I mean properly tiled over an infinite grid, not just for a few adjacent tiles).
Frankly I still don’t properly understand the reasons why 3DzzD and JCPT don’t have a proper ortho mode. In my mind it’s just a different projection matrix (ie. data only difference). ???
[quote=“Orangy Tang,post:13,topic:36081”]
I was thinking that too: isn’t it just the projection matrix?
Both DzzD and EgonOlsen are really nice guys - maybe ask for a custom build?
In jPCT, culling would be affected by getting too pessimistic, but that doesn’t really hurt. But perspective correction would kick in anyway and the results wouldn’t be correct. As far as non-textured, unlit polygons are concerned, it’s simply the projection matrix. Regarding texturing, it’s not.
same for 3DzzD, different projection are easy for vertices, problem come with mapping/lighting, the main difference is that pixels shader ( texturing, lighting or any per pixel effect ) are NOT linear for perspective projection, while they are for orthodromic projection.
How much error are we talking about? Because I’m looking at the Processing texture example and there’s some warpage of the texture in a perspective view, so I guess they’re not doing perspective correct mapping, but what’s the error like the other way? Is there a simple way I can actually knock up a ‘proper’ ortho screen in 3DzzD or JCPT and see if the error is acceptable or not?
If it’s no worse than the Processing warpage then it’s probably acceptable, especially as for my usage (Minecraft levels) the tessalation is quite high in the first place.
I’m tired of getting “bug” reports and having to say “install Xvfb” all the time. People don’t read readmes.
A lot of people are too dumb to be able to install Xvfb apparently.
Because the exception complains about mismatched architecture, I get a lot of people insisting that I’ve fucked up and that I need to do a 64bit / 32bit build.
A lot of people go “it doesn’t work, you suck” and never come back.