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Get view width in terms on OpenGL coordinates?
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Posts: 2


Mon, Nov 11 2013

Is there a predictable way to get the "width" of the view in terms of how far an object can be translated before it goes off the screen?

I see the camera's aspect ratio and view angle. Is it calculated off of that?
I tried using the sin/cos of the view angle mixed with the distance from the camera to the model, but that didn't seem to work (close, but never exact).

Has anyone figured this out?
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Posts: 571


Mon, Nov 11 2013

In response to: @zmarcantel

Hello buddy,

You probably will not get such precision when talking about 3D world and OpenGL.

1. Because there are no pixels in OpenGL, it works with fragments, which can be fractions of a pixel.

2. The iOS floating point is far from good right now. It loose precision because iOS is a 32bits platform trying to simulate virtual 64bits (at least the iPhone 5S arch armv64, as the NinevehGL is compiled with the arch armv7s, it does not take advantage of a 64bits platforms anyway).

3. Is really hard to reach the exactly point of precision when you're playing with so high precision, like in 3D world space. A very small difference like 0.00001 to 0.000011 can make your object completely be vanished from the screen depending on the other players, like cameras and screen.

So, my advice to you is this:
Think about if you really need 3D to achieve your goal. If the precision is something really important to you, you should keep on the UIKit universe, where the pixels are really pixels and you can get the precision you want.
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Posts: 2


Mon, Nov 11 2013

In response to: @dineybomfim

It's not the precision I need. What I need is some sort of bounds detection.

I will have multiple models following a flocking algorithm, and all I want is for them to turn when approaching the screen edge. My calculations are close enough, but feel hackish.

I suppose I'll keep it as is, as it works, but I was just hoping for a 'viewableArea' type property that I was missing.
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