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>Peter Popov wrote:
>>
>> I guess you mean direction y there. Keep in mind that the use of the
>> direction keyword is somewhat outdated. Use angle instead and forget
>> about direction at all.
>In order to place things so that they will always appear at a certain
>spot in front of the camera (subtitling, for instance), it is needful
>to calculate the up, right, direction, and location vectors, and the
>length of the direction vector as well. Since I've already gone to
>this trouble, I simply use these vectors to declare the camera.
>Regards,
>John
John:
Funny you should mention that, I've been recently writing "overlay"
code, to have objects move and rotate along with the camera (sort
of a heads up display or bomb site overlay effect). This would be
darn near impossible if I didn't use the direction/right/up method of
specifying a camera!
All:
umm, I hope I don't get flamed for this ... but ... I like using the
direction, right and up keywords, followed by a rotate & translate, to
position the camera. It might be more difficult to learn to do things
this way (at first!), but I like it. It is more flexible. It is easier
in the long run.
Sometimes I get concerned that the Pov Team might be persuaded to
drop the direction keyword from future versions of POV Ray and that
would be a shame. Please leave it in! Pleeeeeeze? It's *very*
handy!
Pete
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