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On 9/8/2016 5:45 PM, Alain wrote:
> Le 16-09-08 à 08:44, 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
>
> I'd start with a default like camera located at the origin and looking
> toward +z.
> Next, I would translate it to the desired location then orient it using
> look_at.
>
> camera{
> spherical
> location <0,0,0> // from here
> up y sky y
> right 4/3*x
> direction z // to here we replicate the default camera parameters
> translate Camera_Location
> look_at Interest_Point
> angle View_Angle
> }
>
> If the image is upside down, you can :
> negate the up and sky vector. You may also need to negate the right
> vector in this case.
> rotate the camera 180° around the z axis before translating it.
>
>
>
> Alain
For a spherical camera this is totally wrong.
Mike
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