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Sascha Ledinsky <sas### [at] users sourceforge net> wrote:
> My program represents the camera orientation as quaternion - it coverts
> it to matrix representaion before exporting it. If there already is a
> matrix representation, POV should be able to use it :-/
You could just apply the transformations to the location and
look_at vectors of the camera and write just those.
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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