[Papervision3D] papervision camera formula (was: screen space to 3D space...)
bungadunga at gmail.com
Sun Feb 10 00:24:43 PST 2008
Apart from having a real FOV, are there any other uses a FrustrumCamera
would be better at than a regular camera?
On Feb 9, 2008 4:59 PM, Tim Knip <tim.knip at gmail.com> wrote:
> We've got:
> Camera3D : default camera with a target
> FreeCamera3D : default camera with no target
> => those two use 'focus' and 'zoom'.
> These two values are somewhat arbitrary : you need to find out
> yourself whicg settings suits best.
> Then we got:
> FrustumCamera3D : a camera which us created using a FOV and a viewport.
> FOV is as in any 3D camera: so a FOV of 60 _is_ 60, NOT 30.
> Agree that documentation could be better :-)
> 2008/2/9, timbon <nojunkok at gmail.com>:
> > Ralph Hauwert says the camera is broken
> > Marcelo Muniz found out a formula
> > stephen white is not convinced
> > John Grden has talked about it but I wonder what he said?
> > http://www.laflash.org/node/276
> > tim knip makes a new camera (without example code or a formula?)
> > http://www.nabble.com/timk_frustum-td15040366.html#a15041741
> > Judging from this website
> > http://www.bdimitrov.de/kmp/technology/fov.html
> > If I use a FOV of 63 this would equal a standard 35mm Focal Length
> > camera = new FrustumCamera3D(viewportMain, 63, 10, 2000);
> > it looks about right but how can I be sure?
> > Does the GW frustrum camera even work like a true 3D animated camera?
> > http://home.metrocast.net/%7Echipartist/BlensesSite/Part2.html
> > --
> > View this message in context:
> > Sent from the Papervision3D mailing list archive at Nabble.com.
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