Subject:
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Re: LDGLite bug report (and POV preview question)
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Newsgroups:
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lugnet.cad.dev
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Date:
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Fri, 7 Sep 2001 05:54:05 GMT
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Viewed:
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1170 times
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I like that idea. If the default view is what you
said (the [0.707104 ...] matrix), then a projection
matrix of 1.4142,0,0,0,1.2196,-0.1124,0,-0.7171,1.2247
in front of it would give the same effect as the
original LDRAW default matrix.
I've wanted to pull out the final projection matrix from
the LDLite code, so that it could do perspective transforms
with a 4x4 matrix before rendering. (Although I should
mention I really find "fisheye" distortion to be very
unnatural. Sometimes ray-tracing seems to desire not to
make something look life-like, but rather look like a
picture was taken with a life-like camera.)
-gyug
In lugnet.cad.dev, Don Heyse writes:
> I'd be happy using this for the default matrix.
>
> 0.707104,0,0.707104,0.353553,0.866025,-0.353553,-0.612372,0.5,0.612372
>
> I think it's a 45 degree spin and a 30 degree tilt or something like that.
>
> Then figure out what projection transformation converts that to the
> ldlite "oblique" default (who knows how to do that?):
>
> 1,0,1,0.5,1,-0.5,-1,0,1
>
> Call that your projection matrix. Then I could give 3 projection type
> options instead of the current 2. ie.
>
> projection = perspective, orthogonal, or ldraw oblique.
>
> This might solve my camera moving problems nicely, and also eliminate
> the nasty jump from ldraw oblique to orthogonal or perspective when you
> start spinning the model with the mouse.
>
> Don
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Message is in Reply To:
| | Re: LDGLite bug report (and POV preview question)
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| (...) How about if we just separate the shearing "oblique" projection transformation from the underlying modeling transformation? I'd be happy using this for the default matrix. 0.707104,0,0.707104,...5,0.612372 I think it's a 45 degree spin and a (...) (23 years ago, 6-Sep-01, to lugnet.cad.dev)
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