Game Development Reference
In-Depth Information
ShowCamera 1 2
CameraMotion
NumChannels 6
Channel 0
{ Envelope
1
Key 0 0 0 0 0 0 0 0 0
Behaviors 1 1
}
Channel 1
{ Envelope ....
To match the way a scene appears in Lightwave, you will need to take
into consideration the 'ZoomFactor' when creating a projection. 'Zoom-
Factor' defines the angle of view of a camera. In Toon3D the match is
made with this code. This was created in true trial and error fashion, but
has proved to be fairly representative of most values of 'ZoomFactor':
zf = camera->zoomFactor;
fAspect=(GLfloat)m_width/(GLfloat)m_height;
fovy=(GLfloat)((sin((90.0/zf)*DEG2RAD)*90.0+90.0/zf)/2.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//Field of view, near and far planes
gluPerspective(fovy,fAspect,0.1f,2000.0f);
}
ZoomFactor 3.2
MotionBlur 0
Rendering options
You may choose to use or ignore the rendering options. Backdrop colours
can be useful. Toon3D brings in the grid size values, since these are
useful in an interactive design environment.
ResolutionMultiplier 1.0
FrameSize 640 480
PixelAspect 1
MaskPosition 0 0 640 480
ApertureHeight 0.015
Search Nedrilad ::




Custom Search