Subject:
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Re: LDGlite and LPub
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Newsgroups:
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lugnet.cad.dev
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Date:
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Mon, 25 Oct 2004 16:25:31 GMT
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Viewed:
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1991 times
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In lugnet.cad.dev, Don Heyse wrote:
> In lugnet.cad.dev, Kevin L. Clague wrote:
> > I was able to make -mS work, but only if I backed way off on the 60000
> > number.
>
> Yeah, that 60000 number plays havoc with a bunch of things. You get a
> lot of z-bleeding because the clipping planes are spread so far apart.
> Maybe I get less depth bits on the offscreen buffer. Gotta check. And
> I suppose I should borrow the l3p bounding box/sphere? algorithm from
> the ldview sources and use that to set the clipping planes. Of course
> I've sorta been waiting for the new l3p before trying most of this stuff
> because then you can use a real ortho view and skip tiny viewing angle
> and teloscopic view stuff. Oh well.
I just wasn't sure what to do with -z and -Z. LPub has to manage ROTSTEPS and
such, so it pre-rotates the model into the desired view angle. It also centers
the model in the process. The default value of -z10 clips the front of the car
off. Nice feature it that is waht you want. I was able to back this toward the
camera a bit, but when I was getting all white image with 60000, I thought there
was an issue with clippping planes.
I'd rather not have to specify them at all.
Also, when I specify -i2 (PNG with alpha channel), is the background written out
as transparent? I need this to happen for POV-Ray compatibility.
LDGlite will be a great alternate renderer compared to POV-Ray for its speed,
and ability to render edge lines. Some will use it for preview of POV, and some
will just never use POV again.
>
> > By the time LPub presents the car model to ldglite to render, LPub has
> > already applied ROTSTEP to the model, assuming the default 30,45 long/lat,
> > This is why LPub uses 0,0, instead of 30,45.
> >
> > Thanks for looking into this.
>
> Sure. So did you want me to fix the -mS and aspect ratio calculation,
> or do you have a viable workaround?
>
> Don
Kevin
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Message has 1 Reply: | | Re: LDGlite and LPub
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| (...) Yeah, me too, but opengl requires it. I didn't make them automatic because the ldlite parser draws as it parses, so it doesn't have access to the bounding box of the model. I'll fix it for the l3 parser to default the clipping planes just (...) (20 years ago, 25-Oct-04, to lugnet.cad.dev)
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Message is in Reply To:
| | Re: LDGlite and LPub
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| (...) Yeah, that 60000 number plays havoc with a bunch of things. You get a lot of z-bleeding because the clipping planes are spread so far apart. Maybe I get less depth bits on the offscreen buffer. Gotta check. And I suppose I should borrow the (...) (20 years ago, 25-Oct-04, to lugnet.cad.dev)
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