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In article <3ec51a9b$1@news.povray.org>,
"Texel" <gsm### [at] netcourriercom> wrote:
> camera {
> location <150.000000,100.000000,200.000000>
> up <-0.182860,0.952424,-0.243825>
> right <-4/3,0,0> // for the right hand
> look_at <144.285538,96.952240,192.380676>
> }
Probably unrelated to your problem, but either the right or the up
vector looks wrong. Its length is very close to 1, as it should be, but
it is not perpendicular to the right vector, it is tilted a little to
the left. Non-perpendicular vectors are occasionally useful, but very
rarely. And you might want to use "direction" instead of "look_at". The
look_at feature does some internal calculations that may change your
other settings, and I'm guessing you had to compute the look_at point
from the direction anyway (location + direction*something to do with
FOV? Or just location + direction*10?). As I recall from some recent
discussion, one of those side effects is that non-perpendicular vectors
get straightened out.
You mention you use quaternions to store the orientation...it may be
easier to convert it to a matrix transform and use POV-Ray's internal
transformations instead of computing the camera vectors. BTW, know of
any good websites explaining the math of quaternions and how they apply
to rotations?
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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