POV-Ray : Newsgroups : povray.general : POV-Ray and Moray axis Server Time
16 Nov 2024 23:19:09 EST (-0500)
  POV-Ray and Moray axis (Message 1 to 4 of 4)  
From: Alan Grainger
Subject: POV-Ray and Moray axis
Date: 28 Mar 1998 04:47:33
Message: <6figvu$pal$1@oz.aussie.org>
I don't want to start a flame war here, but why is it that a program that
comes from POV-Ray changes the z and y axis around?  Is there a reason,
because it is very annoying.  Also, can you change them in an option
somewhere?

--
Alan Grainger
Member of DNRC
E-mail - scy### [at] geocitiescom
Homepage - http://alansworld.home.ml.org


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From: Johannes Hubert
Subject: Re: POV-Ray and Moray axis
Date: 28 Mar 1998 09:35:35
Message: <351D0AB7.BE0C3BDE@penttech.com>
Alan Grainger wrote:

> I don't want to start a flame war here, but why is it that a program that
> comes from POV-Ray changes the z and y axis around?  Is there a reason,
> because it is very annoying.  Also, can you change them in an option
> somewhere?

No, to my knowledge you can not change them.
As to the why: I wasn't there when it was decided, but I remember something
from the good-old DOS docs, that Moray adopted the "Z is up" scheme because
this is what the mayority of professional CAD systems use, which in their
turn have adopted it from how technical drawings are made on paper: On paper
you usually sketch the X and Y axis, that leaves the Z-axis coming "out" of
the paper -> going "up" -> Z is up!

I for my part have no problem with it at all...

Johannes.


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From: GrimDude
Subject: Re: POV-Ray and Moray axis
Date: 29 Mar 1998 00:33:06
Message: <6fkim8$rp0$1@oz.aussie.org>
I thought there was a way to scale by a vector to convert a right-handed
object to the left-handed system? Surely, it is true!

--
Paul Hinds
gri### [at] swbellnet


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From: John VanSickle
Subject: Re: POV-Ray and Moray axis
Date: 30 Aug 1998 17:23:46
Message: <35E9B509.CEE3C3B5@erols.com>
GrimDude wrote:
> 
>   I thought there was a way to scale by a vector to convert a right-handed
> object to the left-handed system? Surely, it is true!

Yes!  Put the following line at the beginning of your code:

#declare FlipYZ = transform { matrix <1,0,0, 0,0,1, 0,1,0, 0,0,0> }

and then use it in every object that came from the other universe:

object {
  MyLeftHandedObject
  transform FlipYZ
}

It also works for right-handed objects imported into left-handed scenes:

object {
  MyRightHandedObject
  transform FlipYZ
}

Hope this helps,
John
-- 
"What can I say?  Everyone likes flowers, even us evildoers." -- Zorak


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