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Optimization tip: faster 2D transforms

18 May

Drop the last column

A 2D transform is typically shown as a 3×3 augmented matrix. However the last column (or row depending which order you use) of an augmented matrix is always 0 0 1, so we don’t need to store it. We only store a 2×3 matrix.

\begin{bmatrix} a & b \\ c & d \\ e & f \end{bmatrix}

The 2 upper rows will contain the rotation, scale and shear factors, while the lower row contains the translation.
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Shadow mapping for isometric games

14 Dec

General shadow mapping

Shadow mapping is one of the possible methods for rendering the shadows in a 3D scene when using a rasterizer. It uses one extra pass (in the simplest case of one light) to render a shadow map which is used in the color pass to test whether a point falls inside or outside the shadow. The shadow map is basically a depth buffer rendered from the standpoint of the light. This means that it tells us how far the light can reach. If the light can’t see a point because it is obscured (the point’s depth is further than the depth in the map) it lies in the shadow. Continue reading