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  Re: 3D Myst III viewer of a castle
 
"Chuck Sommerville" <chucks@he.net> wrote in message news:Gq4Au0.D7u@lugnet.com... (...) viewing (...) Hey Chuck - This is so cool!! I haven't played with spherical renderings yet (acually, to be totally honest, I didn't know they existed until you (...) (23 years ago, 19-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) Actually, its a Java applet thing. On my web page, the applet, and all the images are in the same directory as the html file. If you are interested in this type of thing, be sure to check out the web page where I got the applet. (URL) is (...) (23 years ago, 19-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) Chuck, Totally cool, I've been wondering if this was possible from POV-RAY. Thanks for posting this. I'm actually getting an error when I use this camera code though, is there something that's missing?: camera { spherical <----ERROR (...) (23 years ago, 19-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) I am using POVRAY 3.5 Beta (URL) Spherical camera must be a new feature. -Chuck (23 years ago, 19-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) Chuck, That was it, works awesome! You've made my week by posting this, thanks again! Later, Gary (23 years ago, 19-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
Hey, QuickTime will do the exact same thing. QuickTime isn't just a movie player, it is a media wrapper. And virtual reality images is just another media supported. It will do full cubic panos like the castle, hot spots like the castle (I think it (...) (23 years ago, 20-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) I found the same applet over the holidays and coudn't wait to try it! (...) Did you have to manipulate the image at all to get the projection correct? I used the panoramic camera for my images. It would only take 180 degrees, so I rendered two (...) (23 years ago, 20-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) The spherical camera did everything. No splicing. (...) Disneyworld is the coolest! -Chuck (23 years ago, 20-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) Actually, it was the Quicktime viewer that drives Myst III that got me started down this path. I couldn't figure out how to get the image into Quicktime. But I found this applet from an answer to a question I posted to the Yahoo povray egroup. (...) (23 years ago, 20-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) I was looking through my POVRAY doc and did not see a spherical camera. I only saw a fisheye projection, and a ultra wide angle projection. Were you using one of those? What version of POVRAY are you using? I'm using 3.1g. (...) Ditto! (23 years ago, 21-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) POV 3.5 Beta I guess you missed this: (URL) fun. -Chuck (23 years ago, 21-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) I did THANKS! (23 years ago, 21-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
Wow, that's pretty cool! 2 questions Is there any way of getting rid of that grey color when the image first loads up? That's kind of ugly. Also, I bet you've been asked this before, but where can I find this viewer and instructions on how to use (...) (23 years ago, 24-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
Chuck Sommerville wrote... (...) Wow, this is cool. Would you like just an option to suppress the camera, or some options to support spherical, h_angle, v_angle ? (are h_angle always 360 and v_angle 180?) Can you avoid the translate by using (...) (23 years ago, 25-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) wait - Name of image (gif or jpeg) to be displayed during download. Specify path relative to html-document. This image is displayed centered in the applet window. Example: <PARAM name=fov value="room0preview.jpg"> (...) (URL) (23 years ago, 25-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) <snip> (...) Actually it would be cool to place the camera with L3P. I believe h_angle and v_angle default to 180, and 360, so they are probably not needed. I think you can avoid the translation with location/look_at. Not sure about the Sky (...) (23 years ago, 25-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) Yes, as I recently suggested here in another thread: (URL) I think a comand line option of -ci<filename> to include a premade POV camera file might also benefit that technique." This would make all sorts of things possible, including things we (...) (23 years ago, 25-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) Here is the new simplified camera: camera { spherical location <-320,-239,0> // position look_at <-320,-239,1> // view scale <0,0,-1> // flip it rightside up } I'm not sure why the flip works, or why it is needed. I think it is because or (...) (23 years ago, 25-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) I actually had to do something similar in LDView in order to get models to view properly using OpenGL (although I used a 180 degree rotation about Z followed by one about Y). I wonder if any of the other programmers out there had similar (...) (23 years ago, 25-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) This actually looks like the best solution to me. It gets around lots of unforseen problems. For instance, when I originally did the scene on the stairs, I tilted the camera by looking up the stairs with the look_at parameter. But that caused (...) (23 years ago, 25-Jan-02, to lugnet.cad.mlcad, lugnet.cad)
 
  Re: 3D Myst III viewer of a castle
 
(...) Yes, I'm pretty sure ldglite negates both the y and z coords just before calling any OpenGL functions. If I remember right, the reason the LDRAW coordinate system is so odd is because it started out in 2D screen pixel coords and the 3D view (...) (23 years ago, 25-Jan-02, to lugnet.cad.mlcad, lugnet.cad)

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