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Pseudo 3DAs you can see we are working on a top view graphic. To show more clearly what we are trying to accomplish, here's an object at different angles: My trick to faking 3D is to re-calculate the angles of all facets of the object into 2 angles: z-axis and xy-axis. The farther the light moves away from these coordinates projected on the sphere, the dimmer the lighting gets. That's where the trigonometrics come in handy. There alse is a way of doing this more accurate by using matrixes for every coordinate, but my math knowledge on that is even more rusty!. For this tutorial skipping the matrixes will also do just fine.
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