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"SharkD" wrote:
> Well, the face of the cube only diverges from a perfect square by one
> pixel i
> each direction at 640x480 resolution. Yes, I would call that "jagginess".
That's only because the cube only fills a small part of the image. When you
put in the grid like in your image below, it becomes clear that the lines
are not horizontal and vertical at all, but diverges many pixels from the
top of the image to the bottom. That's not just rounding errors; POV-Ray is
far more precise than that.
> That does work a lot better. Could you try a shot at this image?
>
> http://img139.imageshack.us/img139/7937/obliquetoprotatedgm6.png
Sure:
#declare CameraDistance = 40;
camera {
#local CameraArea = 3.03; // arbritary
#local CameraSkewed = 1/sqrt(2);
#local AspectRatio = image_width/image_height;
orthographic
location <-CameraSkewed,1,-CameraSkewed>*CameraDistance
direction <CameraSkewed,-1,CameraSkewed>
up x*CameraArea
right -z*CameraArea*AspectRatio
}
background {color <0.5,0.7,1.0>}
global_settings {assumed_gamma 1}
light_source {
<0,0,-100> color rgb 1
rotate <60,30,0>
parallel
shadowless
}
box {-0.5,0.5 pigment {rgb 1}}
#declare Arrow = union {
cylinder {-x, x, 0.01}
cone {x, 0.05, 1.1*x, 0}
scale <1.35,1,1>
}
object {Arrow pigment {red 1}}
object {Arrow rotate 90*z pigment {green 1}}
object {Arrow rotate -90*y pigment {blue 1}}
plane {y, 0
pigment {
boxed translate x+z warp {repeat x*2} warp {repeat z*2}
scale 0.05
color_map {[0.19, rgb 0.35][0.19, transmit 1]}
}
}
> Also, you describe how you derived the float values?
I changed the 0.7 to 1/sqrt(2) like Trevor G Quayle wrote. The CameraArea of
3.03 is arbritary to match your images.
Rune
--
http://runevision.com
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