|
|
John M. Dlugosz wrote in message <36db6771.0@news.povray.org>...
>
>Stephen Guentert wrote in message <36db57d4.0@news.povray.org>...
>>I messed with the up and right vectors and got it to work perfectly.
>>I didn't use all those #declares and #locals though.
>
>Why not? makes it easier to change, and you don't have magic numbers in
the
>final code but see the reasons for them.
>
I plan to eventually use variables. this was just to get me up and running.
>> notice also that my right vector is the square root of
>>2 (scaled by 10). my up vector is 1.63 (scaled again).
>>this gives me exactly what I want - but I'd like to understand the
>>mathematical significance of these numbers.
>
>Well root-two is the diagonal of a square, and 1.618123 (close to what you
>have) is the inverse of the "golden ratio", a way to divide a line so that
>the ratio the small piece to the large is the same as the ratio of the
large
>to the whole.
>
aha! that's what I was looking for.........
>>camera { // Camera StdCam
>>orthographic
>> location <10 , 10, 10 >
>> right <0 , 1.4142135623730950488016887242097 * 10 , 0.0 >
>> up <1.63 * 10, 0.0 , 0.0 >
>> direction <0 , 0 , 1 >
>> look_at <0.000, 0.000, 0.000>
>> scale 10.0
>>}
>>
>
>
>In a ortho camera, the "right" is the number of POV units wide the scene
>will render, and the "up" is the number of POV units tall. So you're
saying
>you want 14.1 x 16.3 POV units to form your image, outputting in 512x512
>pixels. Strange that your pixels are not square...
>
>You are located at 10,10,10, but looking down over your left sholder. The
>angle of this view to the ground probably is the cause of these numbers.
>
>Normally, in an ortho projection, the "look at" should be directly down the
>line of sight, so it has two numbers the same as the location, and the one
>that's different is the one that's not used in the up and right.
512 x 512 was a "test" size. the tiles will be 64x64 in the end.
I just had to maintain powers of 2 in both directions of the image,
and the corners of the diamonds had to fall in a perfectly tilable fashion.
declare a checkered texture (where I failed to include mine) and you will
see the
perfect math that comes out of it.
I know this doesn't look like everyday POV, but
I've already plugged a couple tiles into the engine and it's working like a
dream.
thank you much for the mathematical clarification! It had me stumped.
Post a reply to this message
|
|