Game Development Reference
In-Depth Information
β FT
β FT
y
y
R 1
R 2
R 1
R 2
β C
β C
β FL
β FR
β FL
β FR
R 4
R 3
R 3
R 4
x
x
β FB
β FB
(a)
(b)
β FT
β FT
y
y
R 1
R 2
R 1
R 2
β C
β FL
β C
β FR
β FL
β FR
R 3
R 3
R 4
R 4
x
x
β FB
β FB
(c)
(d)
Figure 1.8. When calculating the morphing factors for Boundary Case 2, diagrams of
the various positions used with each viewable region with a relative quadrant code of
(a) R 1, (b) R 2, (c) R 3, and (d) R 4.
β FL =( β Cx
R λ ) Cy ),
β FT =( β Cx Cy +(4
(4
×
R λ )),
β FR =( β Cx +(4 × R λ ) Cy ),
β FB =( β Cx Cy
×
(4
×
R λ )).
The above set of conditionals test for the cases where an adjacent viewable
region has not been split to the same size as the current viewable region
and instead has an applied offset of (2
R λ ). We therefore need to lock the
affected morphing factors to 0. This is to ensure that all of the overlapping
quadrilateral vertices exactly match with those of the larger adjacent view-
able region. Figures 1.8(a)-1.8(d) provide diagrams of the various positions
×