documentation.HELP! Xtreme3D Documentation

The FOV

Xtreme3D

previous page next page

The FOV

Field of View | The Field of View
The angle (horizontal or vertical), which covers the projection of the 3d scene. In the frame buffer gets only some of the area of the scene - we look at the truncated pyramid visibility (view frustrum), the angle between the two opposing sides which forms a field of view.
In most 2D games it is impossible to speak about the angle of view - it is zero, and the pyramid is a rectangular tube.
The FOV seriously affects the perspective: when large values of the field of view (more than 90) visible object size decreases rapidly with distance. At small values, on the contrary, the visible size of an object is weakly depends on the distance (and it does not depend in the case of ���������������� of projection, i.e. in the absence of prospects - when the field vision is zero).
For understanding the term an analogy might be with a focal length of the camera, which directly affects its field of view.
In real life the horizontal angle of vision is approximately 140 degrees.

previous page start next page

Menu

  • Homepage

Table of contents

  • About Xtreme3D
  • Version history
  • API changes
  • Developers
  • Articles
    • OpenGL
  • Tutorials
    • 1. Xtreme3D basics
    • 2. Creation of a simple scene
    • 3. Object hierarchy
    • 4. First person camera
    • 5. Material library
    • 6. Primitives
    • 7. Loading 3D model from file
    • 8. Vertex animation
    • 9. Skeletal animation
    • 10. Third person camera
    • 11. Collision detection
    • 12. 2D graphics
    • 13. Real time shadows
    • 14. Creating a skydome
    • 15. Creating a terrain
    • 16. Creating a water plane
    • 17. Particles
    • 18. Shaders
    • 19. GLSL
  • Functions
    • List of functions
    • List of functions (A-Z)
    • List of constants
    • Engine
    • Viewer
    • Dummycube
    • Camera
    • Light
    • Font & Text
    • Sprite
    • HUDShape
    • Primitives
    • Actor
    • Freeform
    • Terrain
    • Object
    • Polygon
    • Material
    • Shaders
    • ThorFX
    • FireFX
    • Lensflare
    • Skydome
    • Water
    • Blur
    • Skybox
    • Lines
    • Tree
    • Trail
    • Shadowplane
    • Shadowvolume
    • Mirror
    • Navigator
    • Movement
    • DCE
    • FPS
    • Partition
    • Proxy
    • Grid
    • ClipPlane
    • MemoryViewer
    • FBO
    • ShadowMap
    • ODE
    • Mouse
    • ObjectHash
    • Text
    • Color
    • Input
    • Window
  • FAQ
  • Glossary
    • Introduction
    • AABB
    • Alpha
    • Anti-aliasing
    • API
    • Axis
    • Back Buffer
    • Backface Culling
    • Ball Joint
    • Bezier Splines
    • Bilinear Filtering
    • Billboard
    • Bitmap
    • Blending
    • Buffer
    • Bump Mapping
    • CAD
    • Camera
    • Cartesian Coordinates
    • Cel Shader
    • CFM
    • Channel
    • Child
    • Chroma Keying
    • Collision Detection
    • Color
    • Color Model
    • Compositing
    • Computer Graphics
    • Convex
    • CV
    • DDS
    • DirectX
    • Displacement Mapping
    • Dithering
    • DLL
    • Double Buffering
    • DXT
    • Engine
    • Environment Mapping
    • ERP
    • Fillrate
    • Focal Length
    • Fog
    • Forward Kinematics
    • FOV
    • FPS
    • Frame buffer
    • Framework
    • Front Buffer
    • Frustum Culling
    • Geometry
    • Global Coordinates
    • GLScene
    • GPU
    • HDR
    • Hidden Surface Removal
    • Hierarchy
    • HUD
    • Interpolation
    • Inverse Kinematics
    • Keyframing
    • Lensflare
    • Light Source
    • Lightmap
    • Line Buffer
    • LOD
    • Low-Poly Modelling
    • Map
    • Material
    • Matrix
    • Mesh
    • Metaball Modelling
    • Mipmapping
    • Model
    • Motion Blur
    • Motion Capture
    • Multitexturing
    • Normal
    • Normal Map
    • NURBS
    • OBB
    • Object
    • Occlusion
    • Octree
    • ODE
    • OpenGL
    • Parallax Mapping
    • Particle System
    • Physics Engine
    • Pipeline
    • Pixel
    • Polygon
    • Post Processing
    • Primitive
    • Procedural Texture
    • Projection
    • Projection Matrix
    • Quad
    • Quadtree
    • Ragdoll
    • Rasterization
    • Raycasting
    • Ray Tracing
    • Real-Time
    • Reflection Mapping
    • Rendering
    • Resolution
    • RGB
    • ROAM
    • Scene
    • Seamless
    • Shader
    • Shading Components
    • Shading Model
    • Shadow Map
    • Shadow Plane
    • Shadow Volume
    • Skeletal Animation
    • Snapping
    • Sprite
    • Teapot
    • Tesselation
    • Texel
    • Texture
    • Texture Filtering
    • Technique
    • Tiling
    • Transformation
    • Tree
    • Triangle Strip/Fan
    • Triangulation
    • Tweening
    • UV Coordinates
    • Vector
    • Vertex
    • Vertex Animation
    • Voxel
    • VSync
    • Weighting
    • Wireframe
    • Z-Buffer
    • Z-Buffering
    • Z-Sorting
  • License agreements
    • Xtreme3D
    • ODE
    • FreeType
  • Links

Get in touch

Submit feedback about this site to:

  • [email protected]

© documentation.help. Design: rehmann.co.