|
![](/i/fill.gif) |
On Mon, 25 Jun 2001 19:13:50 +0200, Paul Brants wrote:
>
>"Ron Parker" <ron### [at] povray org> schreef in bericht
>news:slr### [at] fwi com...
>> On Mon, 25 Jun 2001 13:00:23 +0200, Paul Brants wrote:
>> >camera
>> >{
>> > location <0.0, 0.0, 3.0>
>> >// transform MatInv
>> > direction 1.5*z
>> > right 4/3*x
>> > look_at <0.0, 0.0, 0.0>
>> >}
>>
>> What's the point of doing the transform before setting the direction and
>> look_at? Those two will override whatever the transform did for you
>anyway.
>>
>
>You could have a point on this but how should I write it then? The purpose
>of this all is to rotate the cameraposition and change the view accordingly.
>I can't declare an object from a camera and let work the transformation on
>it, since I already tried that.
Put everything before the transform; that'll get your camera pointed at
the origin (it probably was already, but might as well...) and if that matrix
is indeed just a rotation, it'll stay pointed at the origin.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
Post a reply to this message
|
![](/i/fill.gif) |