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 CAD / Development / 9925
9924  |  9926
Subject: 
Re: LDGlite and LPub
Newsgroups: 
lugnet.cad.dev
Date: 
Tue, 26 Oct 2004 14:10:41 GMT
Viewed: 
1914 times
  
In lugnet.cad.dev, Travis Cobbs wrote:
In lugnet.cad.dev, Don Heyse wrote:
In lugnet.cad.dev, Travis Cobbs wrote:
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.

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:

// From Lars Hassing:
// Vertical FOV = 2*atan(tan(hfov/2)/(width/height))

The orginal source was here:

http://www.hassings.dk/l3/l3p_ca.html

Figures.  That just confused me again.  What does it mean by "The 4/3
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 always contain the line:

  right    -4/3*x

(whatever that does.)

Don



Message has 1 Reply:
  Re: LDGlite and LPub
 
(...) 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)

Message is in Reply To:
  Re: LDGlite and LPub
 
(...) 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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