Re: [fpc-pascal] Calculating Pixels to represent 3D coordinates

2019-09-19 Thread Thomas Young via fpc-pascal
James, are you not applying the rotation universally to all coordinates? If so, you are better off pre-calculating your directional sines and cosines. For example: TH: REAL; {ROTATIONS (in degrees) AROUND Z-AXIS BY theta, LEFTRIGHT-> turn its back to us} PHI: REAL; {ROTATIONS (in degrees) AROU

Re: [fpc-pascal] Calculating Pixels to represent 3D coordinates

2019-09-19 Thread James Richters
Thank you for the help and suggestions with this. After playing with the suggested formulas I was able to figure out how they work... The solution to this is probably somewhere but I ended up just doing it myself. I realized that Thomas' formula var H1 = (Y - X) * 0.86602 + ScreenOrgin_H; var