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"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> ingo <ing### [at] tagpovrayorg> wrote:
> > in news:5c54fe9a$1@news.povray.org clipka wrote:
> >
> > > think about it
> >
> > The back pixel in the middle makes sense,
>
> To achieve this you can make the camera look another way when u equals zero,
> e.g. like this:
>
> direction {
> function {
> select(
> u,
> D1L_X_Fn(u*image_width/AspectU + 0.25, v),
> 0,
> D1R_X_Fn(u*image_width/AspectU - 0.25, v)
> )
> }
> function {
> select(
> u,
> D1L_Y_Fn(u + 0.25, v),
> 1,
> D1R_Y_Fn(u - 0.25, v)
> )
> }
> function {
> select(
> u,
> D1L_Z_Fn(u + 0.25, v),
> 0,
> D1R_Z_Fn(u - 0.25, v)
> )
> }
> }
>
> - and then place something small with a black pigment, no_shadow and
> no_reflection close to the camera in that direction (e.g. right above the
> camera).
The position for the camera when u is zero is pLocationL.
I suggest that you change it to pLocation by doing this:
#local <LocationX, LocationY, LocationZ> = pLocation;
location {
function { select(u, LocationXL, LocationX, LocationXR) }
function { select(u, LocationYL, LocationY, LocationYR) }
function { select(u, LocationZL, LocationZ, LocationZR) }
}
--
Tor Olav
http://subcube.com
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in news:web.5c55e1be738ba468c143b2b0@news.povray.org Tor Olav
Kristensen wrote:
> To achieve this you can make the camera look another way when u
> equals zero, e.g. like this:
Tor Olav,
There's a simpler way, when the result of all three direction functions is
zero you get a black pixel (that can be made transparant with the +ua
command).
ingo
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in news:web.5c55f204738ba468c143b2b0@news.povray.org Tor Olav
Kristensen wrote:
> Note that vDirection_1, vRight_1 and vUp_1 are calculated in your
> udcLookAtTransform macro, but not used for anything.
During development I use your whole code and ignore parts of it. Once a
camera settles down the unused bits can be removed indeed.
> [...] Therefore you do not need to create two different
> direction function sets for them. You can create a common set based
> on the initial pLocation and pLookAt positions.
>
Yes, the other way around, look_at transform first and then the "split".
ingo
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