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8:50 AM
Oh that make sense, i will try that, thanks
 
9:50 AM
i tested it but it's not the bottom view, when i tried the bottom view it worked fine , i will implement the wireframe
 
10:29 AM
this is the bottom view
even the bottom view is weird because there's no hole in it in the perspective view, all i need to do is flip the up vector to get it
 
 
2 hours later…
12:24 PM
Hmm... could part of it be getting clipped out by your near/far planes? It's odd that we're not seeing backfaces in the top view.
For instance, is your camera at 0 height, instead of looking down from a distance above / looking up from a distance below?
 
12:36 PM
i thought about clipping and tried to change the values for near and far planes and it didnt work
the way I calculate the camera is like this
Scale = 12.5f;
NearClippingPlane = 0.1f;
FarClippingPlane = 2495.f;
float x = 2.f / ((Width / Height) * Scale);
float y = 2.f / Scale;
float z = 1.0f / (FarClippingPlane - NearClippingPlane);
ProjectionOrthogonal[Stage] += DirectX::XMMatrixScaling(x, y, z);
UpVector = DirectX::XMVectorSet(0, 0, 1, 0);
DirectionVector = DirectX::XMVectorSet(0, -1, 0, 0);
cameraPosition = DirectX::XMVectorSet(OrthogonalPosition.X, OrthogonalDistance, OrthogonalPosition.Z, 0);
i tried -1000 near plane and 10000 far plane
OrthogonalDistance = 1;
OrthogonalPosition = { 0,-2,0 };
i meant near plane= .0001
Yeah i found the issue -_-
it was in the update tick i reset the height to zero as you said, stupid mistake
 
1:40 PM
Good catch!
 

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