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Isometric view

PostPosted: 22 Jun 2012, 14:12
by paul424
Would we like more "isometric" view of the game map ? http://en.wikipedia.org/wiki/Isometric_projection . This could be done making the camera fields of lens "narrower" :

/** Sets the Y-dimension Field Of View (FOV) of the frustum.
@remarks
Field Of View (FOV) is the angle made between the frustum's position, and the edges
of the 'screen' onto which the scene is projected. High values (90+ degrees) result in a wide-angle,
fish-eye kind of view, low values (30- degrees) in a stretched, telescopic kind of view. Typical values
are between 45 and 60 degrees.
@par
This value represents the VERTICAL field-of-view. The horizontal field of view is calculated from
this depending on the dimensions of the viewport (they will only be the same if the viewport is square).
@note
Setting the FOV overrides the value supplied for frustum::setNearClipPlane.
*/
virtual void setFOVy(const Radian& fovy);


I think diffrent perspective projections , should be reserved for FPP mode , when seeing the dungeon as a creature.

Re: Isometric view

PostPosted: 22 Jun 2012, 14:25
by oln
I'd vote no.

Re: Isometric view

PostPosted: 22 Jun 2012, 14:37
by svenskmand
We want the rendering as it is. So no isometric rendering. When you posses a creature the rendering should just be FPS rendering.