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camera { location <50,50,-50> look_at <20,0,0> up
<50-50*sqrt(2),sqrt((50*sqrt(2)+30)/2),-sqrt((50*sqrt(2)+30)/2)> }
Why does it complain?
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricynet>
|_/avid |ontaine <ICQ 55354965>
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David Fontaine wrote in message <3886899D.DEF3CD7C@faricy.net>...
>camera { location <50,50,-50> look_at <20,0,0> up
><50-50*sqrt(2),sqrt((50*sqrt(2)+30)/2),-sqrt((50*sqrt(2)+30)/2)> }
>
>Why does it complain?
Because the 'right' vector may not be perpendicular to the other two. Try
adding this to your camera:
right
vcross(<50-50*sqrt(2),sqrt((50*sqrt(2)+30)/2),-sqrt((50*sqrt(2)+30)/2)>,(<50
,50,-50>-<20,0,0>))
You might need to multiply the vcross by -1 to get the correct coordinate
system (Left-handed or right-handed).
Mark
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You will save yourself a lot of trouble if you just rotate the camera.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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> You will save yourself a lot of trouble if you just rotate the camera.
You can do that? I'll have to try it out, but the math is fairly simple so I
didn't mind doing it (except the part about it not working).
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricynet>
|_/avid |ontaine <ICQ 55354965>
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> Because the 'right' vector may not be perpendicular to the other two. Try
> adding this to your camera:
Does it default to something?
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricynet>
|_/avid |ontaine <ICQ 55354965>
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David Fontaine wrote in message <3887AF4D.BB67D7EA@faricy.net>...
>> Because the 'right' vector may not be perpendicular to the other two.
Try
>> adding this to your camera:
>
>Does it default to something?
Yes, it defaults to <4/3,0,0>, but is modified when the look_at (but not the
'up') is changed so that it stays pointing in a direction perpendicular to
the direction the camera is pointing.
Mark
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David Fontaine <dav### [at] faricynet> wrote:
:> You will save yourself a lot of trouble if you just rotate the camera.
: You can do that?
Yes. For example:
camera { location -z*10 look_at 0 angle 35 rotate x*45+y*30 }
: I'll have to try it out, but the math is fairly simple so I
: didn't mind doing it (except the part about it not working).
Yes, the math is simple if you know it, but sometimes it's just easier to
rotate.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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