"Bald Eagle" <cre### [at] netscapenet> wrote:
> When we use POV-Ray, we assume that the basis vectors for the Euclidian space we
> are modeling in, are defined as:
> x = <1, 0, 0>
> y = <0, 1, 0>
> z = <0, 0, 1>
> TdG points out that a "fix" or workaround for scenes made in Moray, which is
> right-handed, is to scale the camera "scale <-1, 0, 0>" in order to "flip" the
> whole scene and make it look correct.
> But fundamentally, what you are doing is changing the x basis vector (relatively
> speaking), which affects every point in the 3D space that you are working in,
> and therefore every object built using those coordinates.
> Making those basis vectors user-definable at their core would add a maximum
> In fact, if one really wanted to go nuts, rather than just having scalar values
> in the matrix, one could define some sort of function to warp the entire
> coordinate space. I know that sounds crazy, and most people will ask, "WHY
> would you want to do that???!", but watch Grant's excellent videos, and you
> might get some ideas.
> Also check out Grant Sanderson's (3Blue1Brown) excellent series on linear
Oh, I know what thing do you said now, thank you.
What you said is about the transform associate with camera before cast to
I have basic capability with vector and matrix. But fail to understand
eigenvalue/ eigenvector / diagonal matrix
I ever derive/coding method of axis rotate by myself.
Post a reply to this message
Download 'vector3.png' (65 KB)
Preview of image 'vector3.png'