Utilisation : Les liens ne sont pas apparents. Pour obtenir des informations sur un mot clé, cliquez-le dans le script !
// Persistence Of Vision raytracer version 3.5 sample file. // shear.pov // Created by Fabien Mosen - April 8 2001 // This file demonstrates shearing the camera, // to prevent 'falling buildings'. // ********** IMPORTANT ********** // Use ' -uv ' on the commandline, // because, after aplying the matrix, // the camera vectors are not // perpendicular any more. #include "colors.inc" #include "camera-context.inc" //common file containing object definitions for the camera demos #declare CamLoc = <0, 1, 25>; #declare CamLook = <0, 10, 0>; #declare S_angle = (CamLook.y-CamLoc.y)/CamLoc.z; #declare Shear = transform { matrix <1, 0, 0, 0, 1,-S_angle, 0, 0, 1, 0, 0, 0> } camera { perspective //keyword is facultative in this case location CamLoc angle 90 transform Shear // comment out to see 'falling buildings' rotate <0, 45, 0> look_at CamLook } box {<-15, 0,-15>, <15,-1, 15> pigment {checker White, Gray90 scale 5} finish {reflection {.1}} } object {Cubes1 translate <5, 0,-5>} object {Cubes2 translate <9, 8,-6>} object {Cubes3 translate <-15, 0, 5>} object {Cubes4 translate <-10, 0,-5>} sphere {<-2, 3, 14>, 3 pigment {SteelBlue} finish {phong .2 reflection {.3}}} sky_sphere {pigment {rgb <0.859, 0.910, 0.831>}} light_source {<100, 120, 130> White*2}
Et voici ce que nous obtenons avec "shear" :

