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For as long as I can remember, POV-Ray has had the Y axis up and left handed
coordinates. Although that contradicts traditional mathematical 3-space, it
is the set used in many renderers and modelers. I don't know the reason for
sure, but i'm guess it's because most people are more comfortable with
two-dimensional cartesian coordinates with y being up and x being negative
on the left and positive on the right. If you've heard of the term
z-buffering, it's a technique for buffering 3-d information in relation to
the foreground and background. Anyway, If modeling with the y axis up is a
problem in moray, go ahead and model with the z axis up. When you're done,
export your scene to a pov file. Edit the pov file with a text editor and
wrap the whole thing in a union. Inside the closing brace of the union that
you added to the scene, add a rotation and it will spin your whole scene so
that the y-axis is up in your scene. It shouldn't hinder your modeling at
all. Good luck!
Ken
Brook Monroe wrote in message <348E0179.F4C8E1F7@worldnet.att.net>...
>The Y axis is UP? What country did YOU study geometry in? <G> This is
>going to ruddy well make things difficult to produce in Moray, you know.
>
>I'd like a plot in this little burg of yours, but I'm afraid that it'll
>never work since I'll be using Moray.
>
>jbm!
>
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