POV-Ray : Newsgroups : povray.general : Bezier-Splines Updated! : Re: Bezier-Splines Updated! Server Time
5 Nov 2024 18:21:33 EST (-0500)
  Re: Bezier-Splines Updated!  
From: Tim Nikias
Date: 18 Feb 2003 19:28:01
Message: <3e52cf91@news.povray.org>
No, I meant, I've added a new little scene in there, cam_spl.pov,
along with the old bspline_ex.pov.

What you actually do is access the spline using
BSpline_Pos( Spline, Mover)
with Spline being the identifier of the spline-array,
and Mover being a value ranging from 0 to 1 (beginning
to end of spline).
BSpline_Pos returns a simple <x,y,z>-vector, so you may
use it like this:

camera{
 location BSpline_Pos(My_Spline, clock)
 look_at <0,0,0>
}

(Just an example)

Regards,
Tim

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
"Dennis Miller" <dhm### [at] attbicom> schrieb im Newsbeitrag
news:3e525c42$1@news.povray.org...
> Ya, I did see that, but it doesn't apply the spline to camera movement so I
> wonder which declaration I would use, for example, in a camera translate
> statement, or is that the right approach?
> best,
> d.
>
> "Tim Nikias" <tim### [at] gmxde> wrote in message
> news:3e52214c@news.povray.org...
> > Little scene uploaded, its in the ZIP-File.
> >
> > Regards,
> > Tim
> >
> > --
> > Tim Nikias
> > Homepage: http://www.digitaltwilight.de/no_lights/index.html
> > Email: Tim### [at] gmxde
> >
> > > Hi. Could you post an example scene that used your spline macro to
> translate
> > > the position of the camera?
> > > thanks much,
> > > Dennis
> >
> >
>
>


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