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 CAD / Development / 10946
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Subject: 
Re: POV-Ray help needed
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 9 Apr 2009 21:49:33 GMT
Viewed: 
12050 times
  
Travis Cobbs wrote:
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

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 compositions" export in place (no lgeo, no primitive
substitutions (yet)). And it seems the mesh2 approach, i used before, is
about 15-20% faster on bigger models. So I keep that option in the final
version for faster test runs.

Roland



Message has 1 Reply:
  Re: POV-Ray help needed
 
(...) Thanks for the info. I have implemented mesh2 support in LDView's export as part of my new curve smoothing support for POV exports, but haven't completely removed the mesh support (although it is currently hard-coded to use mesh2 whether or (...) (15 years ago, 9-Apr-09, to lugnet.cad.dev)

Message is in Reply To:
  Re: POV-Ray help needed
 
(...) 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 (...) (16 years ago, 26-Jun-08, to lugnet.cad.dev)

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