Subject:
|
Re: 3D Myst III viewer of a castle
|
Newsgroups:
|
lugnet.cad.mlcad, lugnet.cad
|
Date:
|
Fri, 25 Jan 2002 14:58:09 GMT
|
Viewed:
|
3947 times
|
| |
| |
In lugnet.cad, Travis Cobbs writes:
> 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.
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 was added later. I wonder if this explains the
weird LDRAW oblique transformation matrix? Was the shearing introduced
to overcome the non-square aspect ratio of the pixels on those old VGA
display modes?
Don
|
|
Message is in Reply To:
| | 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)
|
29 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|