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 CAD / Development / 10946
10945  |  10947
Subject: 
Re: POV-Ray help needed
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 9 Apr 2009 21:49:33 GMT
Viewed: 
18864 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 (...) (17 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 (...) (18 years ago, 26-Jun-08, to lugnet.cad.dev)

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