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 CAD / Ray-Tracing / 1272
  Tilting the camera
 
I'm adding an option to L3P to specify the skyvector, -csky<x>,<y>,<z> camera sky vector, default is 0,-1,0 This option is primarily for other programs, that can calculate a vector. However, I think it would be useful to have a simple option to (...) (22 years ago, 22-May-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
(...) Sproat called it Roll in his tutorial. (URL)And should a negative angle be a tilt to the left or to the right ? Hmmm, according to the picture in the tutorial, this makes the camera roll to the right: #declare ROLL = 30; sky vrotate(-y, (...) (22 years ago, 22-May-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
(...) That's what I would call it. (...) Since most people are more familiar with clocks than polar coordinates, it makes sense that positive would rotate the camera clockwise. (Of course, this "rotates" the scene counterclockwise, but hey.) (...) I (...) (22 years ago, 22-May-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
In the DirectX SDK they speak off: Yaw around the y-axis Pitch around the x-axis Roll around the z-axis Roland (...) (22 years ago, 22-May-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
Travis Cobbs wrote... (...) I noticed Sproat calls it roll: "How to roll the camera", but he also says: "I'm really talking about tilting the camera to one side." And to me (being a non-English-native) roll is more ambiguous than tilt. Anyone else ? (...) (22 years ago, 26-May-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
"Lars C. Hassing" <lch@ccieurope.com> skrev i meddelandet news:Gwqr3t.L63@lugnet.com... (...) says: (...) I can imagine 'tilting' or 'slanting' both sideways and forwards/backwards. ROLL, PITCH and YAW are unambiguous. Imagine the camera sitting in (...) (22 years ago, 27-May-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
(...) Thanks, I guess it's ROLL then. (...) Hm, first vote for CCW. Why? (...) I agree, see also (URL) Modifying both SKY and RIGHT seems to do the job for me: (...) Nope, sorry - it doesn't work if you look at the model from +x, e.g. with -cg30,90 (...) (22 years ago, 30-May-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
"Lars C. Hassing" <lch@ccieurope.com> skrev i meddelandet news:GwwDyB.Apu@lugnet.com... (...) Because my fingers slipped :-) CW == positive direction -- Anders Isaksson, Sweden BlockCAD: (2 URLs) (22 years ago, 30-May-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
Lars C. Hassing wrote... (...) location L3Location sky -y right -4/3*x look_at L3LookAt translate -L3Location #declare vx=vaxis_rotate(x,L3...ollAngle); #declare vy=vaxis_rotate(y,L3...ollAngle); #declare vz=vaxis_rotate(z,L3...ollAngle); matrix (...) (22 years ago, 18-Jun-02, to lugnet.cad.ray)

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