Perspective distortion - 4th quadrant

Hi oFfers,

I’ve been wondering why the default viewport is put in the 4th quadrant? I’m playing around with 3D and my object seems a bit distorted which is fixed when I translate the scene. Wouldn’t it be “better” to put 0,0,0 in the center of the screen?


I assume you are using ofx3DUtils?

You can make 0,0,0 the centre of the screen by adding this code:;  
/* undo the OF camera translations */  
glTranslatef(0, AppHeight, 0);  
glScalef(1, -1, 1);  

See this thread for more details:

I’m eventually going to add an updated 3D camera with better functionality than the current and which uses 0,0,0 by default…