[PD] camera angle

marius schebella marius.schebella at gmail.com
Thu Nov 15 02:25:10 CET 2007


thanks, roman,
I misunderstood the question and posted an unrelated answer, sorry.
m.

Roman Haefeli wrote:
> hi raphaël
> 
> i admit, this is not very obvious and it took me some time as well to
> figure it out, but the solution you are looking for is the 'perspec'
> method of [gemwin].
> 
> the default values are 'perspec -1 1 -1 1 1 20', where the first to
> numbers set the hoizontal visible limits/angles for left and right and
> the following two numbers the vertical limit (top and bottom). you can
> use these to compensate the distortion, that is introduced, when
> displaying with non-square pixels, e.g when you use fullscreen mode with
> 640x480 resolution on a screen with an aspect ratio of 16:10 (to
> compensate that you would use 'perspec -1.2 1.2 -1 1 1 20').
> 
> now the interesting part is, when you scale all four values by the same
> amount, you can change the focal distance of your camera:
> 
> 'perspec -0.5 0.5 -0.5 0.5 1 20'
> 
> gives you a more tele-ish look. this is probably what you are looking
> for. the smaller numbers you choose, the bigger gets the focal distance
> of the camera.
> 
> the default scale '1' looks already like a fisheye to me, though it
> makes kind of sense to cover a wide angle on the window in order to make
> orientation easier.
> 
> roman
> 
> 
> 
> On Wed, 2007-11-14 at 21:52 +0000, Raphaël ILIAS wrote:
>> hi
>>
>> i'm working on a project with gem and i would really be glad if i knew how to change the "angle" of the viewpoint. i tried with [view a b c d e( msg to to the gemwin or with the [camera] object but got nothing like that. i searched in help-files, examples and the html manual but found nothing about it. In project there is a 3D-model that represents a building. I would like it to be impressive but with every camera position i tried, the building appears ridiculous, like a toy (because of perspective i think), or i go "underground" (i mean under the horizontal [square] that represents the ground), or i get a "fish-eye"-like impression. if i move the camera close to the model, it is cuted and we see the inside of the Geo.
>> has anyone got an idea ?
>>
>> thanks
>>
>> raphaël
>>
>>
>>
>>
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