LDView -> POVray bug


Re: LDView -> POVray bug
#3
Hi Travis,

I suspect your current code may still have problems because it will shift the sticker (since ay will be negative). I think the version of the macro I post will avoid this. Or the below.

Tim


Code:
#macro LDXSeamMatrix(Width, Height, Depth, CenterX, CenterY, CenterZ) #local aw = 0; #local ah = 0; #local ad = 0; #local ax = 0; #local ay = 0; #local az = 0; #if (Width != 0) #local aw = 1-LDXSW/Width; #end #if (Height != 0) #local ah = 1-LDXSW/Height; #end #if (Depth != 0) #local ad = 1-LDXSW/Depth; #end #if (Width != 0 & CenterX != 0) #local ax = LDXSW/(Width / CenterX); #end #if (Height != 0 & CenterY != 0) #local ay = LDXSW/(Height / CenterY); #end #if (Depth != 0 & CenterZ != 0) #local az = LDXSW/(Depth / CenterZ); #end #if (aw <= 0) #local aw = 1; #local ax = 0; #end #if (ah <= 0) #local ah = 1; #local ay = 0; #end #if (ad <= 0) #local ad = 1; #local az = 0; #end matrix <aw,0,0,0,ah,0,0,0,ad,ax,ay,az> #end
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Messages In This Thread
LDView -> POVray bug - by Tim Gould - 2011-11-28, 11:19
Re: LDView -> POVray bug - by Travis Cobbs - 2011-11-28, 22:35
Re: LDView -> POVray bug - by Tim Gould - 2011-11-28, 22:58
Re: LDView -> POVray bug - by Travis Cobbs - 2011-11-29, 0:45
Re: LDView -> POVray bug - by Tim Gould - 2011-11-29, 0:54
Re: LDView -> POVray bug - by Travis Cobbs - 2011-11-29, 6:49
Re: LDView -> POVray bug - by Travis Cobbs - 2011-11-29, 17:34

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