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On 9/8/2016 8:49 AM, Le_Forgeron wrote:
> Le 08/09/2016 à 14:44, Mike Horvath a écrit :
>> 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
>
> You might enjoy a "sky" in your camera. And I do not know what the
> matrix transform is doing, but there is also a -1 in it.
>
> But classical "right hand" is z up, y forward, x right
The docs don't say anything about "sky", nor should I need one. Adding
one doesn't help. Also, I removed the matrix transformation but the
result is still upside-down.
Mike
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