Timeline for answer to What is this wacky math in three.js by slebetman
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| Aug 21, 2016 at 15:43 | comment | added | slebetman | @joeb: FWIW, the answer is in ratio. Typically though, we'd call it "fraction" as in what fraction of the screen is the mouse in. It's not useful for things like "where do I draw this?" because you need pixel values for that but it's useful for "is this close enough?" or "am I somewhere in the center?" | |
| Aug 21, 2016 at 15:40 | vote | accept | joeb | ||
| Aug 21, 2016 at 15:40 | comment | added | joeb | nevermind. Found my answer in this image google.com/… | |
| Aug 21, 2016 at 15:24 | comment | added | joeb | @slebetman. Thanks for the pretty thorough explanation. Let me expand a bit on what I take away from it. If I am understanding you correctly, then 0,0 is always dead center of my screen. Let me put the math into literal. (1000 / 1920) * 2 - 1 = 0.041666. Is the sum of this equation also in radians? My brain was expecting a pixel value. The rotation explanation i totally get, i have no questions there. | |
| Aug 21, 2016 at 15:10 | history | edited | slebetman | CC BY-SA 3.0 |
added 433 characters in body
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| Aug 21, 2016 at 15:07 | comment | added | Gerardo Furtado | I was about to hit enter and explain what is a normalized position ranging from -1 to +1... Good on you, upvoted. | |
| Aug 21, 2016 at 15:06 | history | answered | slebetman | CC BY-SA 3.0 |