processing / processing/processing4
Unexpected Y-axis translation when using `ortho()` and `resetMatrix()`
Personne n'a encore pris cette issue.
- Langage dominant
- Java
- Étoiles
- 494
- Forks
- 183
- Merge moyen
- 4 h 39 min
- PR mergées (30 j)
- 3
Description
[!NOTE]
This issue is a repost of https://github.com/processing/processing/issues/6175 by @usuallyannoyed, updated and edited for tone and clarity.
Description
The ortho() function does not behave as expected.
Expected Behavior
ortho(0, width, 0, height) with a cleared modelview matrix (resetMatrix) should allow users to draw within the specified bounds (e.g., 0 to width on the x-axis and 0 to height on the y-axis).
Current Behavior
Instead, the drawing area behaves incorrectly, requiring adjustments (e.g., translating -height on the y-axis) to achieve the expected results. This behavior makes it unintuitive for users who expect the specified bounds to align with the visible viewport.
Steps to Reproduce
void setup() {
size(500, 500, P3D);
}
void draw() {
ortho(0, width, 0, height);
resetMatrix(); // clear modelview matrix
fill(255);
// Uncomment the line below to 'fix' the behavior
// translate(0, -height);
beginShape(TRIANGLES);
vertex(640, 640);
vertex(0, 640);
vertex(0, 0);
endShape();
}
Observed Result
The triangle only becomes visible when compensating for the unexpected offset by translating the y-axis.
Expected Result
The triangle should appear within the specified ortho bounds without additional transformations.
Environment
- Operating System: macOS 13.4
- Processing Version: 4.3.1
Possible Causes / Solutions
The issue appears to stem from the following block of code in the Processing source:
Despite the comment saying that The minus sign is needed to invert the Y axis., this implementation does not fully invert the y-axis as intended. Instead, it flips the y-axis around zero, resulting in all the y-coordinates being offset into negative space.
Suggested Fix
To invert the y-axis properly in normalized device coordinates (NDC), pre-multiply the projection matrix with a -1 scale for the y-axis. This can be achieved by modifying the projection matrix calculation as follows:
// Add a pre-multiplied -1 y scale to flip the y axis in NDC.
projection.set(x, 0, 0, tx,
0, -y, 0, -ty,
0, 0, z, tz,
0, 0, 0, 1);
This approach ensures the y-axis behaves as expected without requiring additional transformations.
Additional comments
This behavior stems from Processing's choice to have the Y-axis increase downward, consistent with traditional computer graphics. While reasonable, the implementation relies on ad-hoc adjustments throughout the code. Centralizing it at a lower level (NDC or viewport) and exposing it as an optional flag would provide more clarity and flexibility.
Guide de contribution
Ouvrir le guide de contribution
Par où commencer
- Lisez l'issue en entier, puis le guide de contribution du projet.
- Signalez en commentaire que vous la prenez — cela évite que deux personnes fassent le même travail.
- Forkez le dépôt et travaillez sur une branche.
- Ouvrez une pull request qui référence le numéro de l'issue.
Piste de recherche
Commencez par le sketch de reproduction et inspectez le code de la matrice de projection dans core/src/processing/opengl/PGraphicsOpenGL.java autour des lignes 4482-4486, en vous concentrant sur la manière dont ortho() interagit avec resetMatrix(). Vérifiez le comportement avec la configuration Processing 4.3.1 indiquée et comparez les coordonnées rendues aux limites demandées. Le travail est terminé lorsque le triangle apparaît dans les limites de ortho sans la translation y compensatoire.
Rédigé par le modèle d'indexation à partir du texte de l'issue.
Évaluation
- Stack technique
- java
- Domaine
- computer-graphics
- Type d'issue
- Bug
- Difficulté
- 4/5
- Temps estimé
- 3-5 jours
- Activité
- À l'abandon
- Clarté
- Clairement spécifiée
- Accessibilité débutants
- 45/100