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2 Aug 2024 00:18:37 EDT (-0400)
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From: Cesar
Subject: Re: Positioning a camera
Date: 19 Apr 2005 10:10:01
Message: <web.426510bb1c98b29babdc606d0@news.povray.org>
Yeah... I changed everything to double precision and now I don't get the
warning anymore (andit was expected, using ascii to represent the number
has nothing to do with precision). But I think I might still get some
errors in very specific situations (if I make too many calculations, small
errors might sum up).

Ah! Is there a similar way to specify object position? without specifying a
rotation (and using directing vectors instead)?


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From: Sascha Ledinsky
Subject: Re: Positioning a camera
Date: 19 Apr 2005 11:01:42
Message: <42651d56$1@news.povray.org>
Cesar wrote:
> (andit was expected, using ascii to represent the number
> has nothing to do with precision).

Be carful: The (decimal) ascii representation is not equal to the binary 
representation (you can't, for example, represent decimal 0.1 as a 
binary floating point number) - see 
http://docs.sun.com/source/806-3568/ncg_goldberg.html

But still, I did not have any "Camera vectors are not perpendicular" 
problems when using double precision to compute them.

> Ah! Is there a similar way to specify object position? without specifying a
> rotation (and using directing vectors instead)?

You can use a transformation matrix directly. If your external 
application uses matrices, that would make sense. Check the POV docs for 
the "matrix" keyword.


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From: Cesar
Subject: Re: Positioning a camera
Date: 19 Apr 2005 13:10:01
Message: <web.42653a9e1c98b29babdc606d0@news.povray.org>
> Be carful: The (decimal) ascii representation is not equal to the binary
> representation (you can't, for example, represent decimal 0.1 as a
> binary floating point number) - see
> http://docs.sun.com/source/806-3568/ncg_goldberg.html

But you can get so close it's the same (unless, like I said, you use the
values again and again until it degenerates) :o) It doesn't matter. My
problem is solved and I can only say thanks for the help.


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