Timeline for Why do we have to resize the screen in LibGDX
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 8, 2017 at 18:13 | vote | accept | chanu19 | ||
| Feb 8, 2017 at 4:52 | comment | added | chanu19 | Ohhh, I never knew that the underlying graphics used by libgdx is 3D and that we change it 2D to render it to the screen. Now it is so clear, Why couldn't the tutorials tell me that :( | |
| Feb 7, 2017 at 17:07 | comment | added | user1430 | Your sprite textures are 2D, but the geometry you draw those textures with is 3D; the underlying graphics API used by libgdx (OpenGL, etc) is a 3D graphics API. | |
| Feb 7, 2017 at 17:06 | comment | added | user1430 | All projections (we use in computer graphics) are ways of transforming and representing 3D geometry in 2D. An orthographic projection is a parallel projection where all projected lines are orthogonal to the plane of projection; in particular it is not a perspective projection and doesn't have that perspective effect of things getting smaller as they are "further" from you. This makes it useful for 2D work. | |
| Feb 7, 2017 at 16:38 | comment | added | chanu19 | Oh ok thank you for the answer. That makes sense!But this makes me ask another question... An orthographic projection matrix is basically a means of representing a three-dimensional object in two dimensions right? Then why did the tutorial use orthographic projection at the first place when the sprites are already in 2D. (The sprites were flat images) | |
| Feb 7, 2017 at 16:17 | history | answered | user1430 | CC BY-SA 3.0 |