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Warp <war### [at] tagpovrayorg> wrote:
>
> Either swap the contents of the y and z components of the vectors,
> <snip>
> or alternatively add a "rotate -x*90" at the very end of the 'union' block.
>
Oops, an unexpected glitch from the master :-)
The last one won't exchange z and y, not generally. Since I'm a
righthanded-z_is_up-guy too, I usually use the matrix stuff to exchange y and z
for models made by other people:
#include "transforms.inc"
#declare Swap_yz_trans = transform{ Shear_Trans(x, z, y) };
#declare RightHandedObject = object{
LeftHandedObject transform Swap_yz_trans };
hope that helps
Greetings
Karl
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