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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Tue, 26 Oct 2004 01:53:12 GMT
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Viewed:
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2109 times
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In lugnet.cad.dev, Travis Cobbs wrote:
> In lugnet.cad.dev, Travis Cobbs wrote:
> > 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, then it's a good bet that's the problem.
>
> In case you don't want to think about the math, here it is:
>
> vfov = 2*atan(tan(hfov/2)/(width/height))
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 comment:
// POV uses x for Field Of View, GluPerspective() uses y.
And I found some code similar to your equation there, but it looks
like I forgot to do the reverse with the command line fov before
passing it to GluPerspective(). Oops.
Thanks,
Don
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Message has 1 Reply: | | Re: LDGlite and LPub
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| (...) 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)
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Message is in Reply To:
| | Re: LDGlite and LPub
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| (...) 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)
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