POV-Ray : Newsgroups : povray.advanced-users : Different camera parameters Server Time
10 Oct 2026 23:17:02 EDT (-0400)
  Different camera parameters (Message 1 to 16 of 16)  
From: Warp
Subject: Different camera parameters
Date: 23 Apr 2003 05:07:43
Message: <3ea657df@news.povray.org>
Even after using POV-Ray for over 5 years and considering myself an
experienced user, the exact meaning of different camera parameters still
elude me.
  Could someone who knows exactly how they work explain in detail?

  For example, I fail to deduce the reason why "up -y" flips the image
horizontally.
  What is the difference between the 'sky' and the 'up' vectors?

  How exactly does 'direction' work?
  Do 'angle' and 'direction' work together, or are they mutually exclusive
alternatives to do the same thing (by different way of measuring things)?
That is, if I specify 'direction', does it simply override a previous 'angle'
definition, or does it add something to it instead?
  What is the relation (if any) between 'direction' and 'look_at'?
  Perhaps 'direction' is a way of defining both 'angle' and 'look_at' with
one single vector?

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


Post a reply to this message

From: Slime
Subject: Re: Different camera parameters
Date: 23 Apr 2003 10:32:55
Message: <3ea6a417$1@news.povray.org>
The first thing you must understand is the difference between camera
parameters and camera modifiers.

The following are camera parameters:

    location <Location> | right <Right> | up <Up> |
    direction <Direction> | sky <Sky>

They set up the camera as shown in section 6.4.1 of the documentation
(please ignore the angle and look_at vectors in that diagram). If you use
only these parameters, the camera will turn out exactly as that picture
shows. Note that the length of these vectors is important (a longer
direction will cause the camera to zoom in more, for instance). Also note
that, at this point, the sky vector is meaningless and has absolutely no
effect.

After these vectors have been specified (or, if they're not specified, after
they take their default value), the following camera *modifiers* *change*
them:

    angle HORIZONTAL [VERTICAL] | look_at <Look_At> |
    blur_samples Num_of_Samples | aperture Size |
    focal_point <Point> | confidence Blur_Confidence |
    variance Blur_Variance | NORMAL | TRANSFORMATION

in the following ways:
- The angle keyword will change the length of the direction vector, based on
the formula direction_length = 0.5 * right_length / tan(angle / 2).
 - the look_at vector is applied in the following manner: the direction is
changed to face towards the look_at vector, the right vector is changed to
be perpendicular to [the plane created by the vectors (look_at-location) and
(sky-location)], and the up vector is made to remain along that plane. This
is the most intuitive behavior, which lets you specify where the camera is
looking at. The sky vector is used at this point to determine how much the
camera is "rolled" (so that it knows which direction is "up").
- the rest of the settings apply to focal blur and other camera features.

At this point, once all of the modifiers have been applied, transformations
(rotation, translation, etc) will be applied to the camera.

So now, to answer your specific questions:

>   For example, I fail to deduce the reason why "up -y" flips the image
> horizontally.

It probably has something to do with the order in which you specified
keywords or something. Remember that the keywords are applied in the order
described above, regardless of what order they're placed in. Chances are,
because of the use of the look_at vector, after inverting the camera
vertically, it flipped right back up because of the sky vector when look_at
was applied. If you want "up" to be -y, use "sky -y".

>   What is the difference between the 'sky' and the 'up' vectors?

The up vector is a more precise part of the camera's definition, while the
sky vector is only used to determine the general direction of the up vector
when look_at is applied.

>   Do 'angle' and 'direction' work together, or are they mutually exclusive
> alternatives to do the same thing (by different way of measuring things)?
> That is, if I specify 'direction', does it simply override a previous
'angle'
> definition, or does it add something to it instead?


'angle' changes the length of 'direction' after the camera has been set up.
'direction' will always be applied first (and multiple settings of it
override previous settings, I believe), so it is impossible to override
'angle' with 'direction' - the opposite always happens.

>   What is the relation (if any) between 'direction' and 'look_at'?

The look_at keyword modifies the direction of the 'direction', 'up', and
'right' vectors after their initial values have been set. In the end, the
direction vector, based at the location vector, will point towards the
look_at vector, but will maintain its length.

>   Perhaps 'direction' is a way of defining both 'angle' and 'look_at' with
> one single vector?

direction is the original setting, angle and look_at modify it.

I hope this helps you. It took me a *lot* of time and experience to figure
this out, so I don't blame you for not knowing. Perhaps an entry in the VFAQ
would be a good idea?

 - Slime
[ http://www.slimeland.com/ ]


Post a reply to this message

From: Philippe Debar
Subject: Re: Different camera parameters
Date: 23 Apr 2003 11:04:12
Message: <3ea6ab6c@news.povray.org>
Ok, I wrote this from memory, with no pov nor doc to check it. I write 
only about the perspective camera. Some things apply to other camera 
types, other do not. (Very helpful, isn't it ?)

Perspective camera uses perspective projection. To understand it, the 
easiest is to go back to a real-world explanation : to paint as the eye 
see, paint what you see through a pane  of glass on the pane itself. 
That is, from the eye, trace a ray to any point you wish to trace and 
then colour the glass at the intersection of the ray and the pane.

location is the eye, the point from which all rays pass. up, right and 
direction define the virtual glass pane through and onto which pov 
traces, and which is then mapped onto the +w,+h window.

up and right define a parallelogram, most usually a rectangle (other 
shapes distort the picture). It's centre is placed at direction. up is 
mapped to +h and right to +w.

Usually, up, right and direction are orthogonal. If up and right aren't, 
it skews the image. If direction isn't orthogonal with up and right, 
while up and right are orthogonal, the effect is as if you traced a 
rectangular part of a larger trace. (There is a standard include files 
that does just this, I suppose it must be in a Camera directory.)

Now, look_at rotates the camera (the up, right, direction trihedron) 
around the origin to align direction with look_at. The camera is first 
rotated around the sky axis then around an axis normal to both sky and 
the new direction.

angle is the angle from both end of right (when it is centred around 
direction) to location. Changing angle is akin to modifying direction's 
length.

location, right, up and direction define the camera. sky, look_at and 
angle are tools to manipulate these fundamental constituents.


Does this help?


Povingly,

Philippe


Post a reply to this message

From: Warp
Subject: Re: Different camera parameters
Date: 23 Apr 2003 15:34:30
Message: <3ea6eac6@news.povray.org>
Slime <slm### [at] slimelandcom> wrote:
> Chances are,
> because of the use of the look_at vector, after inverting the camera
> vertically, it flipped right back up because of the sky vector when look_at
> was applied.

  So using "up -y right -x*4/3 look_at whatever" is exactly identical to
"up y right x*4/3 look_at whatever"?

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


Post a reply to this message

From: Slime
Subject: Re: Different camera parameters
Date: 23 Apr 2003 15:37:23
Message: <3ea6eb73$1@news.povray.org>
>   So using "up -y right -x*4/3 look_at whatever" is exactly identical to
> "up y right x*4/3 look_at whatever"?

If my understanding is correct, then yes, those two settings will result in
an identical camera (although they will do so in different ways internally).
If you leave out the look_at statement, they will result in different
cameras.

 - Slime
[ http://www.slimeland.com/ ]


Post a reply to this message

From: Philippe Debar
Subject: Re: Different camera parameters
Date: 25 Apr 2003 04:30:15
Message: <3ea8f217@news.povray.org>
Slime wrote:

>  - the look_at vector is applied in the following manner: the direction is
> changed to face towards the look_at vector, the right vector is changed to
> be perpendicular to [the plane created by the vectors (look_at-location) and
> (sky-location)], and the up vector is made to remain along that plane. This
> is the most intuitive behavior, which lets you specify where the camera is
> looking at. The sky vector is used at this point to determine how much the
> camera is "rolled" (so that it knows which direction is "up").

Gee, I had totally forgotten that look_at straigthens the up and right 
vectors.

Thanks!


Now I remember also to wonder : why ? I believe it is the only case 
where Pov tries to 'smartly' correct what the user specifies... and 
destroy my careful camera shearing. (BTW and IIRC, one need to disable 
vista buffers to use camera shearing.)


Povingly,


Philippe


Post a reply to this message

From: Thorsten Froehlich
Subject: Re: Different camera parameters
Date: 26 Apr 2003 03:50:49
Message: <3eaa3a59@news.povray.org>
In article <3ea8f217@news.povray.org> , Philippe Debar <phd### [at] wanadoobe>
wrote:

> Now I remember also to wonder : why ? I believe it is the only case
> where Pov tries to 'smartly' correct what the user specifies... and
> destroy my careful camera shearing. (BTW and IIRC, one need to disable
> vista buffers to use camera shearing.)

It is a necessity because "look_at" is just a simplified way to modify those
vectors.  And it is well documented in 3.5 as well...

    Thorsten

____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


Post a reply to this message

From: Philippe Debar
Subject: Re: Different camera parameters
Date: 26 Apr 2003 10:01:58
Message: <3eaa9156@news.povray.org>
Thorsten Froehlich wrote:
> It is a necessity because "look_at" is just a simplified way to modify those
> vectors.

Yes, but why ? To my non-programmer's ears, it does not sound more 
complicated to rotate the vectors instead of defining new ones. But I 
suppose that even a tad more complicated would imply a noticeable 
slowdown if the function is called for each ray. Right ?


> And it is well documented in 3.5 as well...

As I wrote earlier, I was posting from memory without access to pov nor 
the doc. Now I checked some, but I did not find any reference of look_at 
redefining perpendicular up and right. However, I found some references 
that could be corrected because they talk about a rotation of the 
camera, which is not what is happening - although I agree it is the 
easiest explanation, as few user would specify non-normal 
direction/right/up on purpose.

---
3.1.3
Also look_at <0,1,2> rotates the camera to point at the coordinates 
<0,1,2>.


6.4.1.1
The look_at vector tells POV-Ray to pan and tilt the camera until it is 
looking at the specified x, y, z coordinates.


6.4.1.2
Normally POV-Ray pans left or right by rotating about the y-axis until 
it lines up with the look_at point and then tilts straight up or down 
until the point is met exactly.
[...] Then it uses the sky vector as the axis of rotation left or right 
and then to tilt up or down in line with the sky until pointing at the 
look_at point.
[...]
The sky vector does nothing on its own. It only modifies the way the 
look_at vector turns the camera. The default value is sky<0,1,0>.


6.4.1.5
The primary purpose of the up and right vectors is to tell POV-Ray the 
relative height and width of the view screen.
[...]
In the default perspective camera, these two vectors also define the 
initial plane of the view screen before moving it with the look_at or 
rotate vectors.

----

BTW, is anybody up to patching pov for using vista buffers with 
non-perpendicular direction/right/up ? I guess it should not be too 
hard, but what do I know ?


Povingly,

Philippe


Post a reply to this message

From: Slime
Subject: Re: Different camera parameters
Date: 26 Apr 2003 15:56:25
Message: <3eaae469@news.povray.org>
> Gee, I had totally forgotten that look_at straigthens the up and right
> vectors.


Oh, wait. I hadn't thought about the case where the up and right vectors
weren't already perpendicular. *Does* it straighten them out in this case,
or does it align the right vector as I described, or does it align the up
vector as I described?

 - Slime
[ http://www.slimeland.com/ ]


Post a reply to this message

From: Thorsten Froehlich
Subject: Re: Different camera parameters
Date: 26 Apr 2003 17:21:32
Message: <3eaaf85c@news.povray.org>
In article <3eaa9156@news.povray.org> , Philippe Debar <phd### [at] wanadoobe>
wrote:

> Yes, but why ? To my non-programmer's ears, it does not sound more
> complicated to rotate the vectors instead of defining new ones.

It is rather complicated, but without it there would be cases for which
there is more than one solution which way the camera could be pointing.
Further, the look_at vector is of no use when actually creating camera rays
because it does not contain enough information on its own together with the
location.  That is why up, right and sky have defaults.

The key about understanding, or even trying to understand how the various
camera parameters interact (and have to interact to work together at all in
certain cases), is to understand that many are redundant ways to specify the
same information:

All you need is the up, right and direction vectors to create every possible
perspective camera specification that uses a combination of up, right,
direction, look_at, angle, sky and location.  To make it even more
complicated, other camera types need to make use only of certain aspects of
these parameters (i.e. the vector length), or they need additional
parameters (like the spherical camera).

So don't worry - without seeing the source code in action step by step, I
would never have understood what exactly is happening and why.

    Thorsten

____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


Post a reply to this message

From: Thorsten Froehlich
Subject: Re: Different camera parameters
Date: 26 Apr 2003 17:22:08
Message: <3eaaf880$1@news.povray.org>
In article <3eaae469@news.povray.org> , "Slime" <slm### [at] slimelandcom> wrote:

> Oh, wait. I hadn't thought about the case where the up and right vectors
> weren't already perpendicular. *Does* it straighten them out in this case,
> or does it align the right vector as I described, or does it align the up
> vector as I described?

See parse.cpp function Parse_Camera.....

____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


Post a reply to this message

From: Philippe Debar
Subject: Re: Different camera parameters
Date: 27 Apr 2003 09:15:07
Message: <3eabd7db@news.povray.org>
Thorsten Froehlich wrote:
> It is rather complicated, but without it there would be cases for which
> there is more than one solution which way the camera could be pointing.

I suppose this is when look_at lines up with sky. I guess new rules of 
rotation could be defined, and as they'll be arbitrary, there is the 
risk of a small war about which rule is the true and only way. As most 
advanced user can probably set up their direction/right/up vectors 
without resorting to sky/look_at, I understand it could be considered 
wasteful.

> Further, the look_at vector is of no use when actually creating camera rays
> because it does not contain enough information on its own together with the
> location.  That is why up, right and sky have defaults.
> 
> The key about understanding, or even trying to understand how the various
> camera parameters interact (and have to interact to work together at all in
> certain cases), is to understand that many are redundant ways to specify the
> same information:
> 
> All you need is the up, right and direction vectors to create every possible
> perspective camera specification that uses a combination of up, right,
> direction, look_at, angle, sky and location.

I understand that. And I guess that all transformations boils down to 
changing these vectors. Oh, and location too.

 > To make it even more
> complicated, other camera types need to make use only of certain aspects of
> these parameters (i.e. the vector length), or they need additional
> parameters (like the spherical camera).
> 
> So don't worry - without seeing the source code in action step by step, I
> would never have understood what exactly is happening and why.

I just tried to read the Parse_Camera function, but I know too little 
about C and how parsers work to understand precisely what it is doing 
:'-(. I'll do some experiments in sdl to further my understanding.


Many thanks for your answers,


Povingly,

Philippe


Post a reply to this message

From: Philippe Debar
Subject: Re: Different camera parameters
Date: 27 Apr 2003 17:02:00
Message: <3eac4548$1@news.povray.org>
Slime wrote:

 > Oh, wait. I hadn't thought about the case where the up and right
 > vectors
 > weren't already perpendicular. *Does* it straighten them out in this
 > case,
 > or does it align the right vector as I described, or does it align the
 > up
 > vector as I described?

I just did some testing:

* look_at straightens all vectors (even when direction-location = look_at).
* sky alone has no effect.
* I can't figure what really happens when right, sky and look_at are
aligned - but I am under the impression this defines a degenerated
camera that traces only one "point" (not pixel, one ray only). Not very 
important.



I tried to match POV behavior in SDL - this is not thoroughly tested but 
it seems to work quite nicely.

// --- BEGIN SDL ---
// Trying to reproduce POV original sky/look_at behavior in SDL
camera{
   // Declare camera parameters
   #local Camera_location  = <0,.1,-3> ;
   #local Camera_direction = 1*vnormalize(<0,0,1>) ;
   #local Camera_up        = 1*vnormalize(<0,1,2>) ;
   #local Camera_right     = 1*vnormalize(<1,0,0>) ;
   #local Camera_sky       = 1*vnormalize(<0,1,0>) ;
   #local Camera_look_at   = <-.5,1,.5> ;

   #if (0) // choose between POV coded behaviour and SDL behaviour
     location  Camera_location
     direction Camera_direction
     up        Camera_up
     right     Camera_right
     sky       Camera_sky
     look_at   Camera_look_at
   #else

     // new look_at to account for location
     #declare New_look_at=Camera_look_at-Camera_location ;

     // examine handedness
     #declare Camera_handedness = vdot( Camera_direction, vcross( 
Camera_right, Camera_up ) );
     #declare Camera_handedness = Camera_handedness / abs( 
Camera_handedness );

     // new direction is look_at, conserve length (=zoom) and orientation
     #declare New_direction = vnormalize( New_look_at) * vlength( 
Camera_direction );

     // if look_at and sky are aligned
     #if (vlength(vcross(New_look_at, Camera_sky))<1e-6)
       // do nothing ;
       #declare New_right = Camera_right ;
     #else
       // else, new right is normal to the look_at-sky plane, conserve
       // length and orientation
       #declare New_right= vnormalize( vcross ( Camera_sky, New_look_at 
) ) * vlength( Camera_right ) * Camera_handedness;
     #end

     // new up is normal to the look_at-right plane, conserve length
     // and orientation
     #declare New_up = vnormalize ( vcross ( New_look_at, New_right ) ) 
* vlength( Camera_up )* Camera_handedness;
     // look_at and New_right can't be aligned

     location  Camera_location
     direction New_direction
     up        New_up
     right     New_right
   #end

}
// --- END SDL ---


Povingly,

Philippe


Post a reply to this message

From: Thorsten Froehlich
Subject: Re: Different camera parameters
Date: 28 Apr 2003 03:03:33
Message: <3eacd245$1@news.povray.org>
In article <3eac4548$1@news.povray.org> , Philippe Debar 
<phd### [at] wanadoobe>  wrote:

> I tried to match POV behavior in SDL - this is not thoroughly tested but
> it seems to work quite nicely.

No, the source code is really much more correct.  You cannot come to a
working reproduction of what happens without taking it from the source code.
And no knowledge about parsers is required to understand it.  Only a tiny
bit of C.

    Thorsten

____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


Post a reply to this message

From: Philippe Debar
Subject: Re: Different camera parameters
Date: 28 Apr 2003 03:37:21
Message: <3eacda31@news.povray.org>
Thorsten Froehlich wrote:
 >>I tried to match POV behavior in SDL - this is not thoroughly tested but
 >>it seems to work quite nicely.
 >
 >
 > No, the source code is really much more correct.

I have no doubt about that ;-)


 > You cannot come to a
 > working reproduction of what happens without taking it from the 
source code.

It surely would be quicker if I understood it. However, while my way is 
surely slower (from a knowledgeable programmer p.o.v., quicker for me), 
I don't think it is impossible.

Up to now, for every case I tested, the behaviour was matched. I'll 
welcome any case where my code fails and I'll try to correct it. It just 
seems to be the easiest way to understand (and explain) what is 
happening (as a result, not as a process).


 > And no knowledge about parsers is required to understand it.  Only a tiny
 > bit of C.

I must say I do not know where to begin. Maybe I'll borrow a book from 
my father or my brother (if they let me).


Povingly,

Philippe


Post a reply to this message

From: Philippe Debar
Subject: Re: Different camera parameters
Date: 1 May 2003 09:52:52
Message: <3eb126b4@news.povray.org>
Thorsten Froehlich wrote:
> No, the source code is really much more correct.  You cannot come to a
> working reproduction of what happens without taking it from the source code.
> And no knowledge about parsers is required to understand it.  Only a tiny
> bit of C.

OK, I got back to Parse_Camera, gritted my teeth and tried to translate 
the look_at mechanism for perspective camera to POV's SDL. I think I 
succeeded ;-) Here's the code (more rants after that) :

// --- BEGIN SDL ---

// Reproducing POV original sky/look_at behavior in SDL
// for perspective camera only
camera{

   #local Cam_location  = 1*<0,.1,-3> ;
   #local Cam_direction = 1*vnormalize(<0,0,1>) ;
   #local Cam_up        = 1*vnormalize(<0,1,0>) ;
   #local Cam_right     = 1*vnormalize(<1,0,0>) ;
   #local Cam_sky       = 1*vnormalize(<0,1,0>) ;
   #local Cam_look_at   = <-.5,1,.5> ;
   //#local Cam_angle     = 30;

   #local Simulate_POV_look_at = on ;


   #if (Simulate_POV_look_at)

     #ifndef(Cam_location ) #declare Cam_location  = 0      ; #end
     #ifndef(Cam_direction) #declare Cam_direction = z      ; #end
     #ifndef(Cam_right    ) #declare Cam_right     = 1.33*x ; #end
     #ifndef(Cam_up       ) #declare Cam_up        = y      ; #end
     #ifndef(Cam_sky      ) #declare Cam_sky       = y      ; #end

     #ifdef(Cam_angle)
       #if(Cam_angle>=180) #error "Viewing angle has to be smaller than 
180 degrees." #end
       #if(Cam_angle<0) #error "Negative viewing angle." #end
       #declare Cam_direction = 
vnormalize(Cam_direction)*vlength(Cam_right)/ tan(Cam_angle*pi/360)/2;
     #end

     #ifdef(Cam_look_at)
       #declare Cam_direction_length = vlength(Cam_direction) ;
       #declare Cam_up_length = vlength(Cam_up) ;
       #declare Cam_right_length = vlength(Cam_right) ;
       #declare Cam_tempv = vcross(Cam_up, Cam_direction) ;
       #declare Cam_Handedness = vdot(Cam_tempv, Cam_right) ;

       #declare Cam_direction=Cam_look_at-Cam_location ;
       #if(vlength(Cam_direction)<1e-10) #error "Camera location and 
look_at point must be different." #end
       #declare Cam_direction=vnormalize(Cam_direction) ;

       #declare Cam_tempv= vcross(Cam_sky, Cam_direction) ;
       #if (vlength(Cam_tempv)>1e-10) #declare 
Cam_right=vnormalize(Cam_tempv) ; #end

       #declare Cam_up=vcross(Cam_direction, Cam_right)* Cam_up_length; 
// works bcs right and direction are normalized
       #declare Cam_direction=Cam_direction*Cam_direction_length ;
       #declare Cam_right = Cam_right * ( Cam_Handedness >0 ? 
Cam_right_length : -Cam_right_length ) ;
     #end
   #end


   #ifdef(Cam_location ) location  Cam_location  #end
   #ifdef(Cam_direction) direction Cam_direction #end
   #ifdef(Cam_right    ) up        Cam_up        #end
   #ifdef(Cam_up       ) right     Cam_right     #end
   #ifdef(Cam_sky      ) sky       Cam_sky       #end
   #ifdef(Cam_angle    ) angle     Cam_angle     #end
   #ifdef(Cam_look_at  ) look_at   Cam_look_at   #end

}

// --- END SDL ---


I adapted some of it to my taste, I hope I did not fucked anything up.

BTW, I found that POV produces not-very-helpful errors if one uses either :
* right 0
* up 0
* direction 0
The error is "Slab Building Error: Singular matrix in MInvers."

If you specify either
* sky 0
* sky = look_at - location

& use look_at
& you have vista buffers enabled (default), you'll get an somehow 
erroneous error : "Slab Building Error: Cannot use non-perpendicular 
camera vectors with vista buffer." - what happens is that the right 
vector can't be computed so is left with its original value, while 
direction and up are modified, effectively defining a sheared camera 
inside POV while the user never specified such a thing.

What I do not understand is that while I can get this behavior by using 
sky = look_at - location, I am unable to reproduce it using look_at = 
sky + location, which I deem much more probable to happen in real use.


Anyway, I hope the code can help people understand how the perspective 
camera's look_at is working. (BTW it seems to be 3.5 specific, but that 
is not documented in "2.6.14  Changed features that may 'break' old 
scenes").


Povingly,

Philippe


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.