User Activity

  • Modified a comment on discussion Help on GLScene

    Hi, I did not really compute the Max X/Y/Z from my cloud points, instead I relied on 'BoundingSphereRadius' function which I now realize is not what I want. radius:=GLPoints.BoundingSphereRadius; fov:=GLSceneViewer1.FieldOfView*pi/180; distance:=abs(tan(fov*0.5)); GLCamera1.AdjustDistanceToTarget((radius/distance)/GLCamera1.DistanceToTarget); The camera's target is the GLPoints object.

  • Modified a comment on discussion Help on GLScene

    Hi, I did not really compute the Max X/Y/Z from my cloud points, instead I relied on 'BoundingSphereRadius' function which I now realize is not what I want. radius:=GLPoints.BoundingSphereRadius; fov:=GLSceneViewer1.FieldOfView*pi/180; distance:=abs(tan(fov*0.5)); GLCamera1.AdjustDistanceToTarget((radius/distance)/GLCamera1.DistanceToTarget); The camera's target is the GLPoints object.

  • Modified a comment on discussion Help on GLScene

    Hi, I did not really compute the Max X/Y/Z from my cloud points, instead I relied on 'BoundingSphereRadius' function which I now realize is not what I want. radius:=GLPoints.BoundingSphereRadius; fov:=GLSceneViewer1.FieldOfView*pi/180; distance:=abs(tan(fov*0.5)); GLCamera1.AdjustDistanceToTarget((radius/distance)/GLCamera1.DistanceToTarget); The camera's target is the GLPoints object.

  • Modified a comment on discussion Help on GLScene

    Hi, I did not really compute the Max X/Y/Z from my cloud points, instead I relied on 'BoundingSphereRadius' function which I now realize is not what I want. radius:=GLPoints.BoundingSphereRadius; fov:=GLSceneViewer1.FieldOfView*pi/180; distance:=abs(tan(fov*0.5)); GLCamera1.AdjustDistanceToTarget((radius/distance)/GLCamera1.DistanceToTarget); The camera's target is the GLPoints object.

  • Posted a comment on discussion Help on GLScene

    Hi, I did not really compute the Max X/Y/Z from my cloud points, instead I relied on 'BoundingSphereRadius' function which I know realize is not what I want. radius:=GLPoints.BoundingSphereRadius; fov:=GLSceneViewer1.FieldOfView*pi/180; distance:=abs(tan(fov*0.5)); GLCamera1.AdjustDistanceToTarget((radius/distance)/GLCamera1.DistanceToTarget); The camera's target is the GLPoints object.

  • Modified a comment on discussion Help on GLScene

    Hello, I put my 3D points to a TGLPoints instance and then display them. The user is able to rotate/translate the view. The problem is when I try to display a different set of 3D points, and if the area represented by the new points is smaller than the previous one, they look far away. What I want is to zoom to the new set of points automatically to fit them to screen. It would also be great if I did not have to change the rotation of the camera. I tried the formulae given here https://www.opengl.org/discussion_boards/showthread.php/169865-Zoom-to-fit-screen....

  • Posted a comment on discussion Help on GLScene

    Hello, I put my 3D points to a TGLPoints instance and then display them. The user is able to rotate/translate the view. The problem is when I try to display a different set of 3D points, and if the area represented by the new points is smaller than the previous one, they look far away. What I want is to zoom to the new set of points automatically to fit them to screen. I tried the formulae given here https://www.opengl.org/discussion_boards/showthread.php/169865-Zoom-to-fit-screen. However, it did...

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hckr
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