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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