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Custom camera with non-linear perspective
I'd like to simulate something akin to peripheral vision, which high focus/scale in the centre fov (the player's target area) and compressed rendering spatially of a much wider fov so the player can be aware of threats globally.
A reasonable first attempt placed a central standard cam (60' fov) embedded in a central viewport, a wide cam (120-150 fov) for the full screen and a rear view cam (120-150 fov) embedded in a 'rear view mirror' style viewport, but it's not of course seamless.
An alternative would be to place, rotate and scale objects in false positions in the standard camera, akin to eg: refraction in water.
A single projection matrix won't work, as the central perspective is normal, but the rim is compressed and out of normal fov.
The logic is going to be the same regardless. Ultimately it's either code the objects to a false position, or apply the same or similar code inside a camera.
I can obviously do the first, acting directly on position, rotation, scale.
Can I do the second?