

kurtz le pirate <kur### [at] gmailcom> wrote:
>
>  a b c  < a, b, c, < a, d, g,
>  d e f  > d, e, f,  or > b, e, h,
>  g h i  g, h, i, c, f, i,
> 0, 0, 0 > 0, 0, 0,>
>
Yes, but the orginal matrix is in Cartesian coordinates [x, y, z].
The POV Ray matrix operates on its own [x,y,z] coordinates which would be
equivalent to the Cartesian [y, z, x].
Thus, the matrix needs to be changed to:
< d , g, a,
e, h, b,
f, i, c,
0, 0, 0 >
So far this seems to work.
Another part of my problem was that I was also using POV Ray scaling and
translate commands which seem to really mess up the rotations.
From now on I will scale and translate with an external script and just use POV
Ray to rotate. I can also translate with the POV Ray rotation matrix without
distortion because it is a part of the transformation.
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