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Calculate its perpendicular first. Any three points define a plane, and
that plane has a perpendicular vector that is often called a "normal". Rotate
the triangle so that its normal is aimed at the camera location.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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Sir Charles W. Shults III <aic### [at] cflrrcom> wrote:
> Rotate
> the triangle so that its normal is aimed at the camera location.
You should have given some hint on how to do this (it's not that trivial,
after all).
For a way, see the documentation about transforms.inc (specially about
the Reorient_Trans() macro).
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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