POV-Ray : Newsgroups : povray.newusers : Help! I'm stuck! Server Time
14 Nov 2024 10:16:29 EST (-0500)
  Help! I'm stuck! (Message 1 to 7 of 7)  
From: Spectere
Subject: Help! I'm stuck!
Date: 10 Dec 1998 19:32:49
Message: <3670685F.2ED0E107@happypuppy.com>
Hi all!  I'm new to this board, and it appears to have some pretty smart
people (if you want smart answers, don't go to some Quake players.
hehe)

Anyways, back on POV-Ray.  See, I'm having this weird problem.  For some
reason, when I want to make "land" with a plane, all the plane does is
point straight up!  Now when I edit in Quake (a really popular game), X
is across your monitor (from left to right) Y is forward and back (from
your perspective) and Z is up and down.  Is it like this in POV-Ray or
am I going insane?  Is there any way I can change it to be "Quake-like"?

[>-<|>Spectere<|>-<]


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From: Simon de Vet
Subject: Re: Help! I'm stuck!
Date: 10 Dec 1998 20:37:12
Message: <3670859D.D479F01C@istar.ca>
Spectere wrote:

> Hi all!  I'm new to this board, and it appears to have some pretty smart
> people (if you want smart answers, don't go to some Quake players.
> hehe)
>
> Anyways, back on POV-Ray.  See, I'm having this weird problem.  For some
> reason, when I want to make "land" with a plane, all the plane does is
> point straight up!  Now when I edit in Quake (a really popular game), X
> is across your monitor (from left to right) Y is forward and back (from
> your perspective) and Z is up and down.  Is it like this in POV-Ray or
> am I going insane?  Is there any way I can change it to be "Quake-like"?

It is like that in Moray, a visual based modeller for POVray.. this is a
righthanded system, and is, of course, FAR superior to the left handed
system, which POV uses by default :)

The Lefthanded system is documented in the manual. Though, once you know one
system, it is next to impossible to try and convert

Simon
http://home.istar.ca/~sdevet


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From: Nieminen Mika
Subject: Re: Help! I'm stuck!
Date: 11 Dec 1998 08:13:22
Message: <36711a72.0@news.povray.org>
Simon de Vet <sde### [at] istarca> wrote:
: this is a righthanded system, and is, of course, FAR superior to the left
: handed : system, which POV uses by default :)

  Why?

-- 
main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
*_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp. -*/


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From: Simon de Vet
Subject: Re: Help! I'm stuck!
Date: 11 Dec 1998 13:22:20
Message: <36717132.3C81BBDB@istar.ca>
Nieminen Mika wrote:

> Simon de Vet <sde### [at] istarca> wrote:
> : this is a righthanded system, and is, of course, FAR superior to the left
> : handed : system, which POV uses by default :)
>
>   Why?

Because *I* know how to use it, unlike the Left handed system. >:)

Simon
http://home.istar.ca/~sdevet


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From: Nieminen Mika
Subject: Re: Help! I'm stuck!
Date: 12 Dec 1998 05:47:38
Message: <367249ca.0@news.povray.org>
Simon de Vet <sde### [at] istarca> wrote:
:>   Why?

: Because *I* know how to use it, unlike the Left handed system. >:)

  Well, I am more accustomed to the povray default coordinate system, and
I really hate moray because you can't change the handedness. I always get
very confused when I have to use moray (you can't make bezier pathces by
hand...).

-- 
main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
*_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp. -*/


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From: Julius Klatte
Subject: Re: Help! I'm stuck!
Date: 12 Dec 1998 09:54:40
Message: <367283b0.0@news.povray.org>
In short:

x points to the right
y points up
z points into your screen

Julius


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From: Johannes Hubert
Subject: Re: Help! I'm stuck!
Date: 14 Dec 1998 11:14:46
Message: <36753976.0@news.povray.org>
Well, while others have educated you that POV indeed uses Y-is-up as a
default, I am coming back to your question how to make POV "behave" like
Quake (now that is a frightening concept!):

Modify you camera statement like this:
(btw: ripped directly from a Moray generated script...)

camera {
  // other stuff here
  sky       <0.0,     0.0,  1.0>  // Use right handed-system!
  up        <0.0,     0.0,  1.0>  // Where Z is up
  right     <1.33333,  0.0,  0.0>
}

And you will have:
X, horizontally, pointing from left to right
Y, horizontally, pointing into the screen
Z, vertically, pointing up

Bye,
Johannes.


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