Subject:
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RE: Perspective in LDGLite (Was: About the great datsville)
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Newsgroups:
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lugnet.cad.dev
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Date:
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Mon, 13 Aug 2001 19:25:14 GMT
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Reply-To:
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<bram@po.cwruAVOIDSPAM.edu>
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Viewed:
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871 times
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Jacob Sparre Andersen writes:
> It would be fine if you could make something equivalent to:
>
> camera {
> sky <0, 0, 1>
> up <0, 1, 0>
> location <0, 0, 528>
> look_at <0, 0, 0>
> }
>
> in POV-Ray. I must admit that I haven't looked into how this
> translates into a perspective matrix.
POV-Ray uses "up" and "right" to determine the aspect ratio of the viewing
window (which results in non-square pixels if the the camera ratio and the
render ratio don't match. I believe the use of either "angle" or
"direction" is important in figuring out the perspective matrix. So you
should have at least something equivalent to:
camera {
up <,,>
right <,,>
direction <,,>
location <,,>
}
or
camera {
up <,,>
right <,,>
location <,,>
look_at <,,>
angle <,,>
}
Take a look at the docs for "Placing the Camera"[1] and the subsequent pages
about the camera for more info.
--Bram
1) http://www.unix-ag.uni-siegen.de/docs/povhtml31/pov225.htm
Bram Lambrecht
bram@cwru.edu
http://bldesign.org/
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Message is in Reply To:
| | Perspective in LDGLite (Was: About the great datsville)
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| Don: (...) Good to know. (...) I think they are called "look_at" and "location" in POV-Ray. (...) It would be fine if you could make something equivalent to: camera { sky <0, 0, 1> up <0, 1, 0> location <0, 0, 528> look_at <0, 0, 0> } in POV-Ray. I (...) (23 years ago, 13-Aug-01, to lugnet.cad.dev)
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