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On Tue, 11 Sep 2001 21:33:30 +0200, Rune wrote:
>"Ron Parker" wrote:
>> And, it's fixed. Thanks for pointing it out, Rune.
>
>Thanks for fixing it.
>
>How about the other camera transform bug?
>
>Transformations that involve translations (including translations done using
>matrices) are handled incorrectly.
Okay, you're right. It's not a precision thing. It might be more
interesting to fix. The problem is that those transformations are
applied to four vectors: location, direction, up, and right. Of
those four vectors, only one is world-relative and should be
translated (though scale and rotate and presumably shear should apply
to all of them.)
That should be relatively easy to fix as well.
--
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
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