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"bob h" <omn### [at] charternet> wrote in message
news:3c0ceef3@news.povray.org...
<snip>
What I've never really understood is why Moray works with right-handedness. It's
not a major problem, but it does seem odd...
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"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:3C0### [at] ignoranciaorg...
> Ron Parker wrote:
>
> > Math uses the right-hand rule too. POV uses the left-hand rule by
> > default because that's how it was created. Call it a historical
> > accident. To change it now would just be wrong.
>
> Hmmm... I don't think on it as an accident. Tim has really given the
> answer with the question: CAD programs were done for designers, people
> that thinks on floorplans with implicit x-y axis. But which was the
> public POV-Ray was created for? IMHO, this is the key...
Hopefully I cancelled my reply to Ron's message before too many people saw
it.
8-o
Don't know what I was thinking, saying that image_map projected onto the xy
plane. It of course projects onto the xz plane by default. Thought POV-Ray
had some logic there before I realized my mistake.
There is still the gaming industry which uses the z axis as in/out, away
near, z-buffer and all that. That's how I learned it during using Basic to
draw things in 2D or 3D. x and y were always the plots on the screen
surface, z being depth.
--
text{ttf"arial","bob h",.1,0pigment{rgb 9}translate<-1,-.2,3>}
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Tom Melly <tom### [at] tomandlucouk> wrote:
: What I've never really understood is why Moray works with right-handedness. It's
: not a major problem, but it does seem odd...
That's not odd at all. What is odd is the strange principle that support for
left-handedness will never be added.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c0cef40$1@news.povray.org...
> "bob h" <omn### [at] charternet> wrote in message
> news:3c0ceef3@news.povray.org...
>
> <snip>
>
> What I've never really understood is why Moray works with
right-handedness. It's
> not a major problem, but it does seem odd...
Um, sorry Tom, I tried to Cancel that message because I thought I goofed on
image_map going onto xy plane. Now I have checked on it in the Docs to be
sure. :-) So now maybe I'm unconfused again. It does say xy plane. This
talk of coordinate orientation always turns me through an infinite loop!
Yeah, about Moray, it must be that the intent is to follow the logic in CAD
programs and the like.
Check out the *left-handed* Cartesian system I found:
http://www.xmlcreate.com/NCGuide/Basics101/basics101.html
--
text{ttf"arial","bob h",.1,0pigment{rgb 9}translate<-1,-.2,3>}
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"bob h" <omn### [at] charternet> wrote in message
news:3c0cf1c5@news.povray.org...
> "Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
> news:3C0### [at] ignoranciaorg...
>
> Hopefully I cancelled my reply to Ron's message before too many people saw
> it.
> Don't know what I was thinking, saying that image_map projected onto the
xy
> plane. It of course projects onto the xz plane by default. Thought
POV-Ray
> had some logic there before I realized my mistake.
What mistake, Bob?! Ha ha ha
I give up, can't win :-( I was right in the first place. Through
stumbling over this topic.
Bye now :-)
--
text{ttf"arial","bob h",.1,0pigment{rgb 9}translate<-1,-.2,3>}
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"Warp" <war### [at] tagpovrayorg> wrote in message news:3c0cf281@news.povray.org...
> That's not odd at all. What is odd is the strange principle that support for
> left-handedness will never be added.
>
Well, it is if it's principle intent is to be a POV modeller - or have i
missed/misunderstood something?
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bob h <omn### [at] charternet> wrote:
: Check out the *left-handed* Cartesian system I found:
: http://www.xmlcreate.com/NCGuide/Basics101/basics101.html
Funny, it describes the *right-handed* system using the *left-hand-metaphor*.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Warp <war### [at] tagpovrayorg> wrote:
: Funny, it describes the *right-handed* system using the *left-hand-metaphor*.
The problem with this hybrid system is that it doesn't work if you try
to visualize the direction of rotations with your left hand.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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I have always thought of the x/y plane as being the sheet of graphpaper,
but that graph paper pasted up on the monitor. Therefore x is across the
monitor, y is up and down the monitor and z is out of the monitor, just like
it would be on that piece of graphpaper. To have it make sense to me, I use
right <-1.333,0,0> so that positive x is on the right, positive y is up and
positive z is towards me. I start of with my camera at +z, as if I were
looking down on the peice of graphpaper.
Probably a really screwy way of doing it, but it makes sense to me.
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On Tue, 4 Dec 2001 15:20:45 -0500, Bill DeWitt wrote:
>
> Probably a really screwy way of doing it, but it makes sense to me.
Almost exactly what I do, except that I see z as into the monitor (i.e.
z increases as the distance from the viewer does) and so I use a left-handed
system (yours is right-handed.)
--
#local R=rgb 99;#local P=R-R;#local F=pigment{gradient x}box{0,1pigment{gradient
y pigment_map{[.5F pigment_map{[.3R][.3F color_map{[.15red 99][.15P]}rotate z*45
translate x]}]#local H=pigment{gradient y color_map{[.5P][.5R]}scale 1/3}[.5F
pigment_map{[.3R][.3H][.7H][.7R]}]}}}camera{location.5-3*z}//only my opinions
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