Wednesday, February 20, 2013

How to Derive the Near and Far Clip Plane Distances From the Projection Matrix

Here is a method to derive the near and far clip plane distances from the projection matrix. Assuming the the projection matrix is created with two entries that are calculated as:

// n = near clip plane distance
// f  = far clip plane distance

C = matrix[2][2] = (-f - n) / ( f - n);
for a column major matrix
D = matrix[2][3] = (-2 f n ) / ( f - n)

The near and far clip planes are calculated:

float n = D / (C - 1.0);
float f = D / (C + 1.0);

Wednesday, December 12, 2012

Zero Decompression Time (ZDT) Texture Compression Example

I put an example of ZDT compression at to compare against one of the kodak images.  The compression is 16:1 and requires almost no transcoding to DXT from the ZDT format.

Wednesday, October 24, 2012

FBX Viewer 3.00 posted

I posted the source to my FBX viewer.   It has been significantly reworked to isolate the renderer from the FBX importing step.

It supports Visual Studio 2010 and Visual Studio 2012.

x86 and x64 bit builds.

FBX SDK v 2014.0 beta 2

Uses FreeImage to load texture files.

Uses DirectX 9.0 for rendering, however, since the graphics API is abstracted, other version of DirectX or OpenGL could be used.