Subject:
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Re: POV-Ray help needed
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Newsgroups:
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lugnet.cad.dev
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Date:
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Thu, 26 Jun 2008 18:05:20 GMT
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Viewed:
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9205 times
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In lugnet.cad.dev, Roland Melkert wrote:
> That could be interesting, My problem at the moment is indeed finding
> the correct camera angle. Point is I do not (always) have access to
> OpenGL during export so I have to recreate the camera with the eye, up
> and lookat vectors I also us for gluLookAt. I also copy the 60 degree
> FOV I use in gluPerspective.
>
> But like said this does not give the wanted result, the 'zoom' is off. I
> am now looking into using the OpenGL frustum as a starting point in
> finding the angle.
I believe that POV's FOV is the horizontal field of view, while OpenGL's is
vertical field of view. So you have to convert from one to the other (which I
do in LDView). Set your rendering window in both the OpenGL view and the POV
rendering to square to check if this is your problem. If the views come out the
same, you'll know that you have found the problem.
--Travis
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Message has 1 Reply: | | Re: POV-Ray help needed
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| (...) Hi Travis, I've finally picked up the povray export project again, You were right I needed to calculate the horizontal fov from the vertical one used in OpenGL. Also you may be interested in knowing that I now also have a basic "hierarchical (...) (16 years ago, 9-Apr-09, to lugnet.cad.dev)
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Message is in Reply To:
| | Re: POV-Ray help needed
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| (...) Actually I was planning to support both to see which approach renders faster. Having the vertex and index data in memory, the mesh2 approach was the easiest step to begin with. I only had to correct for quad -> triangle conversion to get (...) (16 years ago, 26-Jun-08, to lugnet.cad.dev)
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