#152944 - Dwedit - Sun Mar 23, 2008 3:16 am
What's a good way to implement a fisheye lens for a 2D game?
I'll assume the hardware 2D renderer is not the way to go, and an undistorted image would be created using software 2D rendering to a framebuffer.
To do the fisheye distortion, would you use a pixel-by-pixel renderer performing an inverse mapping, or would this be accelerated by approximating the mapping using polygons, then texturing them with the 2D framebuffer?
I was wondering about this because the 3D sonic game which was in development for the Sega Saturn would have used a fisheye style camera to allow the player to see farther to the left and right than a flat camera would allow.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
I'll assume the hardware 2D renderer is not the way to go, and an undistorted image would be created using software 2D rendering to a framebuffer.
To do the fisheye distortion, would you use a pixel-by-pixel renderer performing an inverse mapping, or would this be accelerated by approximating the mapping using polygons, then texturing them with the 2D framebuffer?
I was wondering about this because the 3D sonic game which was in development for the Sega Saturn would have used a fisheye style camera to allow the player to see farther to the left and right than a flat camera would allow.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."