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Ray Gardener <ray### [at] daylongraphicscom> wrote:
> Camera problems have been fixed.
Does it also work when using transformations in the camera?
That is, something like this:
camera
{ angle 35
translate -z*10
rotate <35, -40>
}
Moreover, a matrix transformation can be applied to the camera, which
can shear the camera.
It's possible and easy to apply these same transformations in OpenGL
as well (even the skewing ones).
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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