|
![](/i/fill.gif) |
"Mark Weyer" <nomail@nomail> wrote:
> First, assume your camera is
>
> camera {
> location 0
> direction z
> right A*x
> up B*y
> }
>
> for some numbers A and B. Then the 3D coordinate <X,Y,Z> will be rendered
> at the pixel ( (X/(A*Z)-1/2)*W , (1/2-Y/(B*Z))*H ). Your actual camera is
> equivalent to one of this form with some rotates and translates applied.
> Then, apply the inverses of these rotates and translates, in reverse order,
> to the 3D coordinate beforehand.
> How your camera is equivalent to one of the above form, I cannot tell, at
> least not from the top of my head, because I never use angle or look_at.
>
> > Anyway, Thanks Mark and others who responded.
>
> Welcome.
>
> Mark Weyer
What if your camera's right, up and directions aren't x, y and z (lowercase).
Mike
Post a reply to this message
|
![](/i/fill.gif) |