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Alex wrote:
> I was rather expecting something along the lines of the following to work:
>
> #declare offset=1 // +1 for left eye, -1 for right, (0 for cyclops!)
> camera {
> right <4,0,0>
> up <0,3,0>
> direction <offset,0,4>
> location <-5*offset,0,-20>
> look_at <0,0,0>
> }
>
> but all that happens is the 'right' vector gets rotated to be
> perpendicular to the direction vector, causing the keystone distortion
> mentioned elsewhere in this thread.
>
Oh my God!
This *DID* work allways. I created dozens of stereo pairs with
POV-Ray versions prior to 3.5 by using this approach.
If the 3.5 perspective camera rotates the vectors, I would
consider this clearly a bug. What, if someone wants to make
a shift (like shift optics at real world cameras) ??
<rant>
I think, it is wrong to break a working feature that is
commonly needed by advanced users in order to make things
more easy for the newbies.
</rant>
Ok ok--
I shouldn't complain.
If POV 3.5 's camera would be broken in this way,
all Stereo enthusiasts were forced to use my StereoPOV patch :-;
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