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  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
 
(...) <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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