|
![](/i/fill.gif) |
"Warp" <war### [at] tag povray org> wrote in message
news:41af3364@news.povray.org...
>
> camera
> { location 0 look_at z
> rotate <Heading, Pitch>
> translate Location
> }
Not sure if this is right. Possible that Heading could be y rotation,
instead, since both were given as "x" by mistake. And there's also the
possibility world coordinates differ, Quest3D being unlike POV-Ray (I
couldn't find that out), such as y=z and vice versa, in which case the two
value vector <x,y> will be incorrect.
Usually POV scenes use x rotation for a "pitch" and y rotation as a
"heading", z can tilt but would need to be done as separate rotation first.
This is the way it would be for Warp's example, looking at +z from location
0.
Bob H.
Post a reply to this message
|
![](/i/fill.gif) |