I have a camera that can move around space and turn. It looks at a box ( whoopie ).
Here are some screen shots where you can see the problem.
Here is the source code http://www.killersmurf.com/static/hmmmcube.cpp
( btw, I DO know I should like, free memory, but considering these objects are the only ones the program ever uses, well… )
As you can see, when the camera moves right ( ie, the box on the screen moves left ) the lines making up the left hand side of the box ( and I mean stage left - the viewer’s right ) are at a tighter angle than the lines on the other side.
This applies with opposite effects when the camera is translated in the opposite direction.
As you’ve probably guessed, I’m really new to this, and I’m not sure if this is a problem with the way I use perspective. So here’s the initialization code.
glMatrixMode( GL_PROJECTION );
gluPerspective( 45 , SCREEN_WIDTH / SCREEN_HEIGHT , 0.1 , 100 );
Also, I use SDL, but I’m guessing that’s not significant.