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- View Dialog Help
- for
- Picaso Version 1.0
-
- Location: This is where the view port location is in 3D space.
- Refer to the coordinate system above the example for
- details about the coordinate system.
-
- Direction: This is the Direction your looking relative to the Up,
- right, and location points and axis. NOTE you will hardly
- ever have to change these values they are automatically
- calculated.
-
- LookAt: This is where the ViewPort will always point at you can change
- the location, and the camera will always point to this 3D point
- in space. NOTE you can disable auto view port calculations by
- unchecking the Calculate LookAt checkbox.
-
- Up: This is the up direction of the scene. This is automatically calculated
- just like direction is.
-
- Right: This is the direction right is at. By changing the x axis you
- can compensate for the aspect ratio of the screen. However
- this is done automatically.
-
- Sky: This is the direction the sky is from the center of the view port.
-
-
- OK Button: This accepts the changes and if the Calculate LookAt checkbox
- is checked it will calculate Direction, Up, and Right axis's
- based on the current location sky position, and look at point.
-
- Cancel Button: Ignores all changes and doesn't calculate the new viewport
- position.
-
- Calculate LookAt: This enables if checked the auto calculation of
- Direction, Up, and Right axis's. If not checked it doesn't
- calculate these axis's.
-
-
- Coordinate System: Above
- +Y +Z Farther
- | /
- | /
- |/
- Left -X----0----X+ Right
- /|
- / |
- / |
- Closer -Z -Y
- Below
-
-
- Example: The Default view port looks forward from 100 units in front of
- the center of the scene. About 1/2 unit down from the center
- and 0 units to the left or right.
-
-
-
- 0 Center of the Universe
- /
- /
- /
- |-----/-| X = 0
- | / | Y = -0.5
- | | Z = -100
- |-------|
-
-
- Let's say we put a sphere at X = 0, Y = 0, Z = 0, and a light
- at x = 0, y = 100, z = -110. wee would see the sphere right in
- front of us about in the center of the screen. Now lets say
- we wanted to look directly down on the sphere. All we have to do
- is move our location to X = 0, Y = 100, Z = -0.0001 note we cannot
- have the Y or Z values of the location ever = 0 or we will get
- a floating point error, but the program will adjust the value to
- 1 if it detects a zero in either numbers. Now make sure LookAt
- equals X = 0, Y = 0, and Z = 0, so we are looking at the sphere
- at X = 0, Y = 0, Z = 0. Now trace the image you will now be looking
- down on the sphere. Experiment with the location and Sky numbers
- and see what interesting views you can come up with.
-