Re: [Algorithms] Simulating camera lenses
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From: Gil G. <gg...@ra...> - 2001-01-12 14:12:33
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> I'm trying to match my real-time 3d engine closer to my artists work in 3ds > max as far as camera lenses go. The way i have been doing it so far is by > tweak the fustrum. Is that the correct way to do it? What other > factors/technologies should I be aware of? I appreciate the feedback as it > can result in an informative discussion for all. > Thanks again, > Matt Well, ignoring bizzare projections, there are only two things that matter. The fov "field of view" and aspect ratio. Most monitors have an aspect ratio of 4:3, so you can't change that. The max viewports do not have a 4:3 aspect ratio, but the renders can be anything you want. If the aspect ratio is the same and the fov is the same, you should get identical results to max.... -Gil > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list |