This would be identical to CSS perspective-origin
.
For now, I’ll come up with something using camera frustum size and WebGLRenderer.setViewport
.
Having the API built into perspective cameras would be nice.
This would be identical to CSS perspective-origin
.
For now, I’ll come up with something using camera frustum size and WebGLRenderer.setViewport
.
Having the API built into perspective cameras would be nice.
Is it the same concept as the one with THREE.StereoCamera
? It creates two cameras, for both eyes, and each camera is shifted and the projection is not symmetrical. So, it is a kind of changed perspective origin, I think.
See lines 57-89:
Ah yeah, that may be a hint for the math way of doing it instead of with setViewport. Thanks! Need to figure how to apply that based on a distance from the edge of the viewport.