   Perspective Question
  I've been trying to figure out to solve this problem to no avail, so I'm turning to you lot..The idea is that a quad {(-0.5, 0.0, -0.5)(0.5, 0.0, -0.5)(-0.5, 0.0, 0.5)(0.5, 0.0, 0.5)} is part of a tile based engine.  Obviously it's easy to display everything in proper 3d perspective, but I require it to look like:   -------  / / / / -------    Does anyone have any ideas on how to do this?edit:the program runs on a grid basis, so I need objects moving on the grid to appear in this new perspective as well.[edited by - KoalaGerch on August 1, 2003 8:27:42 AM]
  You can either shift the top 2 vertexes to the right, or move the camera so it just looks like that.edit: if you wants things to move like that to, then you gotta move the viewpoint.you could either move the camera, or move the whole scene to look like that, using glRotatef. ;  The trouble is when I use glRotatef the entire quad rotates, if you see what I mean?It gives    .   /   /\   /   \ /instead of   -------  / / / / -------  which is what I needSorry, about the poor quality diagrams edit:I'm trying to think of the name of the projection I need; it's not really isometric as one side of the square needs to be horizontal, but the sides have to be at 45 degrees. And the entire grid needs to look like that.   edit 3:Gah, can't sort out the rotated square diagram. Oh well, I'm sure everyone can figure it out. [edited by - KoalaGerch on August 1, 2003 9:42:25 AM] [edited by - KoalaGerch on August 1, 2003 9:44:43 AM] [edited by - KoalaGerch on August 1, 2003 9:47:02 AM];  You can use a Shearing-Matrix:( 1 0 s 0 )( 0 1 0 0 )( 0 0 1 0 )( 0 0 0 1 )for 1D shearing( 1 0 s 0 )( 0 1 t 0 )( 0 0 1 0 )( 0 0 0 1 )for 2D shearingSearch in the internet for more information about shearing matrices.   Corrailcorrail@gmx.atICQ#59184081 