"Leroy" <whe### [at] gmailcom> wrote:
> The basic planes in are POV 3D world is x and y and z only.
> Strictly speaking the x-z plane is a set of points that x-z=0 make a funky
> Just use in the plane object. See what you get!
Well, it's just a function of the long history of development - and the metric
ton of documentation that had to be written, and so written quickly.
It is probably not meant to be a "minus" but a "dash" or "hyphen", but that
would require messy unicode stuff...
Perhaps one could refer to it as
the x&z plane (awkward)
the xz plane (NOT the x*z surface)
the x & z axis plane
But the best way might be "the y--normal plane", which would give a simpler
description, consistent with the SDL syntax and mathematical description of the
plane, and provide the putative missing directional information.
In defense of the extant notation, the simplest interpretation wouldn't be an
equation for a wonky plane, but a plane extending in the directions of those two
"Make sure your dried frog pills are in your daily pill organizer, you crusty
old codger." :P
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