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Am 31.07.2013 23:49, schrieb Bald Eagle:
> I guess my actual question is:
> (a) can this be done to objects, unions, etc.
> for example: [fake illustrative code]
> object(My_Object) * -1
> InvVector (My_Object), Mirror (My_Object) ... you get the idea.
Alain already mentioned the use of the scale keyword for that purpose.
> and/or
> (b) is there a way process an SDL file to switch from left handed to right
> handed world coordinates?
Yes: By defining all three of the "up", "right" and "direction" vectors
in the camera block you get full control over the coordinate system. The
following will give you a right-handed one:
right x*image_width/image_height
up y
direction -z
or:
right x
up y*image_height/image_width
direction -z
or:
right x*image_width
up y*image_height
direction -z
but also (e.g.):
right x*image_width
up z*image_height
direction y
Note that besides specifying the handedness of the coordinate system
this also sets the camera's aspect ratio, hence the image_width and
image_height factors; it also initializes the camera orientation and
field of view, but you can override those using the look_at and angle
keywords.
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