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 CAD / Development / 6319
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Subject: 
RE: Perspective in LDGLite (Was: About the great datsville)
Newsgroups: 
lugnet.cad.dev
Date: 
Mon, 13 Aug 2001 19:25:14 GMT
Reply-To: 
<bram@po.cwruAVOIDSPAM.edu>
Viewed: 
871 times
  
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/



Message is in Reply To:
  Perspective in LDGLite (Was: About the great datsville)
 
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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