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Subject: 
Re: 3D Myst III viewer of a castle
Newsgroups: 
lugnet.cad.mlcad, lugnet.cad
Date: 
Fri, 25 Jan 2002 06:13:28 GMT
Viewed: 
3584 times
  
In lugnet.cad.mlcad, Chuck Sommerville writes:
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 handedness.

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 trouble getting things to display correctly.

--Travis Cobbs (tcobbs@san.REMOVE.rr.com)



Message has 1 Reply:
  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)

Message is in Reply To:
  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)

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