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 CAD / Development / 9921
    Re: LDGlite and LPub —Travis Cobbs
   (...) Please note that L3P's field of view is the horizontal field of view, and OpenGL's is the vertical field of view. You have to convert if you want the same result. You can check real quick by doing a square image in each. If they look the same, (...) (20 years ago, 25-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Travis Cobbs
   (...) In case you don't want to think about the math, here it is: vfov = 2*atan(tan(hfov/2)/(...h/height)) --Travis (20 years ago, 25-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Don Heyse
   (...) See, this is why ldview is so much better. I'm still trying to absorb the first post and you whip out the math. Ok, apparently I knew about the horizontal/vertical bit at one point because the code to print an l3p command line contains this (...) (20 years ago, 26-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Travis Cobbs
   (...) I thank you for the complement, but in this particular instance, I have to give credit where credit it is due. I'm sure I could have derived the above equation on my own, but here is the actual comment out of LDView that I got the above from: (...) (20 years ago, 26-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Don Heyse
   (...) aspect ratio is always maintained even if the (horizontal) viewing angle is changed"? Does l3p not allow tall skinny windows? Should (width/height) always be (4/3) even if the window is tall and skinny? Or does it just mean the pov file will (...) (20 years ago, 26-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Travis Cobbs
   (...) I assume that L3P allows the output to be any aspect ratio. The page is a little confusing that way. However, it's trying to tell you how the camera angle argument works, going on the assumption you haven't changed the aspect ratio. Just (...) (20 years ago, 26-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Anders Isaksson
     (...) The 4/3 is the aspect ratio of the POV generated rendering (matches 800x600, 1024x768, 1600x1200 etc.). If you for some reason want POV to do a high, narrow (or low, long), rendering this factor has to be changed. It's often easier to do a (...) (20 years ago, 26-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Don Heyse
   (...) Not yet. The current release always picks -4/3*x for the aspect ratio. I know the negative sign is required to convert the y axis from ldraw coords to POV. I'm not sure how that gets worked into the upcoming version of l3p, which does have a (...) (20 years ago, 26-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Kevin L. Clague
   Hi Don, How are the updates going to ldglite? I'd like to test it with LPub before I release a new version. I've got it all wired in for construction images and PLI and it seems to work well. I'd love to have -mf and -mF soon. Kevin (20 years ago, 29-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Don Heyse
   (...) Oh all right. You forced me to figure out what's up with the sourceforge. Apparently they disabled the cronjobs back in july, so my daily snapshot has to be made manually. I guess I'll have to start calling it more of an occasional snapshot. (...) (20 years ago, 30-Oct-04, to lugnet.cad.dev)
   
        Re: LDGlite and LPub —Kevin L. Clague
   In lugnet.cad.dev, Don Heyse wrote: <snip> (...) Thanks Don, I got it working for both assembly images and part images. Kevin (20 years ago, 1-Nov-04, to lugnet.cad.dev)
 

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