Subject:
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Re: 3D Myst III viewer of a castle
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Newsgroups:
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lugnet.cad.mlcad, lugnet.cad
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Date:
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Fri, 25 Jan 2002 06:13:28 GMT
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Viewed:
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3584 times
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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)
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Message has 1 Reply: | | Re: 3D Myst III viewer of a castle
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| (...) 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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Message is in Reply To:
| | Re: 3D Myst III viewer of a castle
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| (...) 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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