POV-Ray : Newsgroups : povray.advanced-users : Spherical camera upside-down : Re: Spherical camera upside-down Server Time
29 Apr 2024 07:59:53 EDT (-0400)
  Re: Spherical camera upside-down  
From: Mike Horvath
Date: 8 Sep 2016 14:14:47
Message: <57d1aa97$1@news.povray.org>
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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