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> direction z*(CameraDistance)
> up vaxis_rotate(y*5/2,z,-14.2)
> right vaxis_rotate(x*5/2,z,14.2)
I don't think you can get get an oblique projection if the direction is
perpendicular to the up and right. Taking the cube for example, in order to
get that top face to have its perfect square shape, the camera needs to be
looking straight at that face, head on. In POV-Ray that means the up and
right vectors must be perpendicular to the green axis. Of course, this would
then completely hide the other two sides of the cube, which is where the
direction vector comes in. By skewing the direction vector so that rays
coming from the camera go to the side as they go away from the camera, they
will hit the side of the cube.
I would try something like this (untested code):
camera
{
orthographic
location y * 3 // or whatever
right x*1.3333
up z
direction <0,-1,1>
rotate y*45
}
- Slime
[ http://www.slimeland.com/ ]
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