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2030

answers:

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I've been looking around a bit and can't seem to find just what I"m looking for. I've found "canonical formulas," but what's the best way to use these? Do I have to scale every single vertex down? Or is there a better way?

A formula would really help me out, but I'm also looking for an explanation about the near and far z planes relative the viewer's position

A: 

Have a look at OpenGL. It does not answer your question, but it provides a lot of functionality for mapping.

Gamecat
+1  A: 
Bob Cross