Have you noticed that the reference system's handedness is not an inherent
quality of it, but which depends solely on the viewer, i.e. the camera? The
most an observer can do is compare two given non-coplanar vector-triplet
and tell whether they are oriented the same or the opposite way. So the
following camera statement is likely to meet your expectation:
camera{
location /*where?*/
right 4/3*x
up z
direction 3*y
sky z
look_at /*where?*/
//angle /*how much?*/ // Leaving out this line, you'll get a realistic
perspective for a full-screen image at a normal working distance from the
monitor
}
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