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Chris Huff wrote:
> This sort of "inside-out" camera should be fairly easy to do...though I
> have never really looked at that portion of the code. I think an
> "inverse_spherical" camera would be more useful than the cylinderical
> version, since you could map the top and bottom at the same time as the
> front and sides.
> It wouldn't work with all objects, for example, objects with holes
> running through them or parts overlapping each other, but it could be
> useful for many cases.
How 'bout this: adding "inverse" to the camera would make it the corresponding
inverse type & if there is no corresponding type the POV would show a warning
- <camtype> cannot be inverted, using non-inverted camera.
I wonder how the images would look for these weird cams.
Also what about an object_cam - to find the initial ray points you might trace
from a point like the spherical cam and where those traces hit the object you
start tracing and the ray directions would be the surface normals at those
points.
--
Bye
Pabs
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