Fig.1 - your standard tilemap

Fig .2 - tilemap with perspective

Hey, I got a pretty simple question and I'm sure openGL is needed.

But does anyone know how to give their tilemaps perspective by just using the camera and scaling?

if (floor != null) {

for (int y = (int) horizon; y < height; y++) {

float distance = (camera.z * scale.y) / (y - horizon);

float ratio = distance / scale.x;

double dx = -sin * ratio;

double dy = cos * ratio;

double sx = camera.x + distance * cos - width / 2 * dx;

double sy = camera.y + distance * sin - width / 2 * dy;

for (int x = 0; x < width; x++) {

int cx = (int) Math.abs(sx % floor.getWidth());

int cy = (int) Math.abs(sy % floor.getHeight());

int color = floor.getPixel(cx, cy);

setColor(color);

drawPixel(x, y);

sx += dx;

sy += dy;

}

}

}

This was from an old example I had laying around, tried converting it into ruby and without success :(

I'm using TileD to make my maps if that means anything.

And to make this easy to understand, the effect I'm trying to recreate is Snes's Mode7 effect.

Thanks

Fig .2 - tilemap with perspective

Hey, I got a pretty simple question and I'm sure openGL is needed.

But does anyone know how to give their tilemaps perspective by just using the camera and scaling?

if (floor != null) {

for (int y = (int) horizon; y < height; y++) {

float distance = (camera.z * scale.y) / (y - horizon);

float ratio = distance / scale.x;

double dx = -sin * ratio;

double dy = cos * ratio;

double sx = camera.x + distance * cos - width / 2 * dx;

double sy = camera.y + distance * sin - width / 2 * dy;

for (int x = 0; x < width; x++) {

int cx = (int) Math.abs(sx % floor.getWidth());

int cy = (int) Math.abs(sy % floor.getHeight());

int color = floor.getPixel(cx, cy);

setColor(color);

drawPixel(x, y);

sx += dx;

sy += dy;

}

}

}

This was from an old example I had laying around, tried converting it into ruby and without success :(

I'm using TileD to make my maps if that means anything.

And to make this easy to understand, the effect I'm trying to recreate is Snes's Mode7 effect.

Thanks

You don't really need to do stuff like that pixel-by-pixel with OpenGL or Gosu. They take care of mapping texture pixels to screen pixels for you.

Gosu has "Image#draw_as_quad". Just figure out where the four corners of your image should be in screen space, and send the coordinates to "draw_as_quad".

EDIT: Actually, I just tried this, and there is no perspective correction, so it looks badwrong :P It might depend on the OpenGL implementation, though. It should still be possible to do it using OpenGL directly, or by drawing the image as a number of quads/triangles (i.e. a "triangle fan").

Loading a TileD map in Gosu - or converting it to a picture Gosu can load - is another topic. A forum search will probably turn up some results.

Gosu has "Image#draw_as_quad". Just figure out where the four corners of your image should be in screen space, and send the coordinates to "draw_as_quad".

EDIT: Actually, I just tried this, and there is no perspective correction, so it looks badwrong :P It might depend on the OpenGL implementation, though. It should still be possible to do it using OpenGL directly, or by drawing the image as a number of quads/triangles (i.e. a "triangle fan").

Loading a TileD map in Gosu - or converting it to a picture Gosu can load - is another topic. A forum search will probably turn up some results.

I don't think there's an easy way around the perspective correction issue, either. Gosu does not use Z coordinates in its OpenGL code – the Z ordering happens in software. It's probably easier to use OpenGL and this flag:

`GL.Hint(GL::GL_PERSPECTIVE_CORRECTION_HINT, GL::GL_NICEST)`

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