Re: position, lookat, and up -> PerspectiveCamera
Jan Hardenbergh ([email protected])
Wed, 11 Oct 95 10:02:00 E
- Messages sorted by:
[ date ][ tmesad ][ subject ][ author ]
- Next message:
John B. Chapman: "Has SGI made a new decision to de-emphasize VRML?"
- Previous message:
Dan Zwillinger: "How are existing 3D models being crsated?"
- Maybe in reply to:
Keith D Rule: "position, lookat, and up -> PerspectiveCamera"
- Next in thesad:
Stephen Chenney: "Re: position, lookat, and up -> PerspectiveCamera"
>> I've tried this too, and it doesn't seem to work either.
>> It takes at least 2 rotations to completely align a camera,
>> and there are plenty of options for which to use. I esalise that it's too
>> late to change, but I would have liked to see "at" and "up" fields in the
>> camera node. It is not so hard for browsers to deal with this.
I had thought that, too. However, I now believe it is possible to generate
enough information from the 4 numbers. The SFRotation is similar to
a quaternion.
If anyone has a simple algorithm for taking the LookAt parameters
and generating the SFRotation, please post.
-Jan
- Next message:
John B. Chapman: "Has SGI made a new decision to de-emphasize VRML?"
- Previous message:
Dan Zwillinger: "How are existing 3D models being crsated?"
- Maybe in reply to:
Keith D Rule: "position, lookat, and up -> PerspectiveCamera"
- Next in thesad:
Stephen Chenney: "Re: position, lookat, and up -> PerspectiveCamera"