Subject:
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Re: Ldglite bug report (Was: Portable Ldraw system)
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Newsgroups:
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lugnet.cad.dev
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Date:
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Fri, 23 Aug 2002 02:39:04 GMT
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Viewed:
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2062 times
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In lugnet.cad.dev, Don Heyse writes:
> In lugnet.cad.dev, Don Heyse writes:
> > In lugnet.cad.dev, Jeremy H. Sproat writes:
> > > I like the L3P-like camera command-line options, except they don't seem to
> > > work. Specifically, I'm using -cgx,y,z (is that x,y,z or lat,long,dist?)
> > > and -cox,y,z -- no matter what values I give the -cg the view never changes
> > > (or changes just slightly?) This happens both with and without a -a option.
> > > Similarly, the -co doesn't seem to be moving the model origin. Tested with
> > > both the release version and the "silver beta" version.
> >
> > What's -cg?
>
> Oops! A quick visit to the L3P site reveals that's the camera position
> in polar coords relative to the look-at point. I'm not sure how I missed
> that before. But I like it because it avoids the weird LDRAW coordinate
> system. So I'm gonna have to add it.
OK I added it. Ldglite now takes -cg<la>,<lo>,<r> like l3p, and I like
it. I admit it's not exactly like l3p since I still leave the origin
at ldraw world coords (0,0,0) whereas l3p moves them to the center of
the bounding box of the model. (You can fix this manually with a -oX,Y
offset for now if you know how far the center of the bounding box is
from the LDRAW origin). I also added -cla (just like -co) for more l3p
compatible commandline syntax. Get the beta at the usual place:
http://ldglite.sourceforge.net/ldliteexe_test.zip
And always remember to use -J to get the most out of the camera settings.
Don
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Message has 1 Reply:
Message is in Reply To:
| | Re: Ldglite bug report (Was: Portable Ldraw system)
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| (...) Oops! A quick visit to the L3P site reveals that's the camera position in polar coords relative to the look-at point. I'm not sure how I missed that before. But I like it because it avoids the weird LDRAW coordinate system. So I'm gonna have (...) (22 years ago, 22-Aug-02, to lugnet.cad.dev)
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