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|  |  | The angle keyword appears to be ignored unless it is the last keyword given 
in the camera block.  #version 3.1 will correct this problem.
Example:
sphere {0,2000 pigment {rgb 1} finish {ambient 1}}
//#version 3.1;
//Render as is, then transpose the angle and look_at keywords and render
//again.  Compare the results.
camera
{
    location <0,0,15000>
    right x*(image_width/image_height)
    angle 40
    look_at <0,0,0>
}
Post a reply to this message
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|  |  | On 27 Jan 2002 15:02:53 -0500, che### [at] sympatico ca (Coridon Henshaw)
wrote:
>The angle keyword appears to be ignored unless it is the last keyword given 
>in the camera block.  #version 3.1 will correct this problem.
There have been changes to camera syntax in beta 10 which have not yet
been completely described in the documentation.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip  bg
TAG      e-mail : pet### [at] tag  povray  org Post a reply to this message
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|  |  | Peter Popov <pet### [at] vip bg> wrote in
news:kbo85uojor08o8etfom8r1u56htceliikk@4ax.com: 
> On 27 Jan 2002 15:02:53 -0500, che### [at] sympatico  ca (Coridon Henshaw)
> wrote:
> 
>>The angle keyword appears to be ignored unless it is the last keyword
>>given in the camera block.  #version 3.1 will correct this problem.
 
> There have been changes to camera syntax in beta 10 which have not yet
> been completely described in the documentation.
IIRC, isn't the objective of the camera changes to ensure that the camera 
keywords (with the exception of camera type) are internally applied  in the 
correct order, regardless of how they appear in the scene file?
On the other hand, if angle anywhere but last is now invalid syntax, an 
error message would seem to be in order, particularly as the new syntax is 
the opposite of what 3.1 required.  (3.1 camera breaks if angle comes after 
look_at). Post a reply to this message
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