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KalleK wrote:
> povray wrote:
>
>>
>> You've run into a pitfall with look_at. Pointing the
>> camera directly up or down that way gets it confused.
>> Better to *not* use look_at and do this instead:
>>
>> camera {
>> orthographic
>> locatation <0, 0, 0>
>> direction <0, 0, 1>
>> right <650,0,0>
>> up <0,490,0>
>> rotate x*90 // point camera down
>> translate <320, 500, 240> // move camera where you want it
>> }
>> This way you retain a mathematically "pure"
>> vertical.
>
>
> Hi!
>
> Thanks to both of you. I tried the "pure" way but there were the same
> black borders... So I will have to take Mike's compromise. But this will
> do for the moment...
>
> Thanks!
> Kalle
No problem. :)
I realize thtough that in my posting, I spelled "location" wrong.
Woops. :o Sorry.
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