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Hi,
The documentation says that for a camera right and up have default values
related to x and y.
Unfortunately I havent worked out what x and y you are referring to.
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feraudyh wrote:
> The documentation says that for a camera right and up have default values
> related to x and y.
> Unfortunately I havent worked out what x and y you are referring to.
They are axes of the world coordinate system. So with default
parameters for the camera an object moves "up" in the image if
you translate it into positive y direction.
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> Hi,
> The documentation says that for a camera right and up have default values
> related to x and y.
> Unfortunately I havent worked out what x and y you are referring to.
>
>
>
x, y, and z refer to the cartesian axis.
The default camera: (used if you don't define any camera)
camera{
perspective
location 0 // or <0,0,0> Located at the origin
look_at z // or <0,0,1>
up y // or <0,1,0> This is the "y"
sky y // Usualy, up and sky are the same
right 4/3*x // or <4/3,0,0> for the usual 4:3 aspect ratio.
//This is the "x"
direction z // or <0,0,1>
// +x is to the right, +y is up and +z is forward.
}
At 1 unit in front of the camera, you see verticaly from -1*y to +1*z
and horizontaly from -4/3*x to +4/3*x, or this square:
<-4/3, -1>,<4/3, 1>
Alain
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Thankyou all,
The link from x in the index did not help me, because it led me to the use of
x as a field of a point.
Henri
Alain <aze### [at] qwertyorg> wrote:
> > Hi,
> > The documentation says that for a camera right and up have default values
> > related to x and y.
> > Unfortunately I havent worked out what x and y you are referring to.
> >
> >
> >
>
> x, y, and z refer to the cartesian axis.
>
> The default camera: (used if you don't define any camera)
>
> camera{
> perspective
> location 0 // or <0,0,0> Located at the origin
> look_at z // or <0,0,1>
> up y // or <0,1,0> This is the "y"
> sky y // Usualy, up and sky are the same
> right 4/3*x // or <4/3,0,0> for the usual 4:3 aspect ratio.
> //This is the "x"
> direction z // or <0,0,1>
> // +x is to the right, +y is up and +z is forward.
> }
>
> At 1 unit in front of the camera, you see verticaly from -1*y to +1*z
> and horizontaly from -4/3*x to +4/3*x, or this square:
> <-4/3, -1>,<4/3, 1>
>
>
>
> Alain
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