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>FYI I posted a comparison of a reflective sphere over checkered plane in
>both POV and OpenGL a while back (it might have been in the off-topic group
>though, can't remember). Let me know if you are interested, because I also
>am working on DirectX at the same time as POV.
>
Ok, I've done some work in opengl that I would like to port now to
povray. I'm wondering about a few details before I take my POV-Ray
manual...
Mostly, my question has to do with the comparison of the transformation
matrix of OpenGL and the camera of povray. I'm currently using:
gluPerspective(20, 4./3., 0.1, 20);
this with a translation to be able to view the origin with small camera
deformation. I believe, but I'm not sure, I could probably have a
povray camera like this:
camera {
location <0,0,0>
look_at <0,0, 1> // just looking at Z+
angle 20
// set the ratio here with the 'right' & 'up' parameter if I remember
right!
}
Anyway, I'll be working on a set of classes to have uniform lines in GL
and POV, and uniform points too... i'll be posting an image shortly.
Thanks,
Simon
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