POV-Ray : Newsgroups : povray.general : gl2pov (and vice-versa) : Re: gl2pov (and vice-versa) Server Time
1 Aug 2024 20:14:51 EDT (-0400)
  Re: gl2pov (and vice-versa)  
From: Simon
Date: 16 May 2005 14:56:16
Message: <4288ecd0@news.povray.org>
>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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