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I have the following spherical camera:
#declare Camera_Up = -y;
#declare Camera_Right = +z;
#declare Camera_Location = <0,0,0>;
#declare Camera_Direction = -x;
#declare Camera_LookAt = Camera_Location + Camera_Direction;
#declare Camera_Transform = transform
{
matrix <0,0,-1,0,1,0,1,0,0,0,-88,-640> // front entrance
// matrix <0,0,-1,0,1,0,1,0,0,0,-88,100>
// matrix <0,0,-1,0,1,0,1,0,0,0,-88,-180>
// matrix <0,0,-1,0,1,0,1,0,0,-280,-88,-180>
// matrix <0,0,-1,0,1,0,1,0,0,280,-312,140>
// matrix <0,0,-1,0,1,0,1,0,0,200,-312,-140>
// matrix <0,0,-1,0,1,0,1,0,0,-200,-312,-140>
// matrix <0,0,-1,0,1,0,1,0,0,-360,-312,140>
}
camera
{
spherical
angle 360 180
up Camera_Up
right Camera_Right
location Camera_Location
direction Camera_Direction
transform {Camera_Transform}
}
It is a LDraw model, which has an inverted y axis or handedness. The
problem is when I render the scene, it appears upside-down. Even though
I already compensated by making the y axis negative. Anyone have an idea
what is going on?
Mike
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