Re: Viewpoint Scaling
- To: mathgroup at smc.vnet.net
- Subject: [mg16681] Re: Viewpoint Scaling
- From: Martin Kraus <mkraus at theorie3.physik.uni-erlangen.de>
- Date: Sat, 20 Mar 1999 02:08:57 -0500
- Organization: Regionales Rechenzentrum Erlangen, Germany
- References: <7ct71g$8aa@smc.vnet.net>
- Sender: owner-wri-mathgroup at wolfram.com
Naum Phleger wrote: > > I have received lots of help, but what I really want to know is the > algorithm that is used to scale the points in the ViewPoint option for 3D > graphics. Here is a simple example that illustrates the problem. Here are > the points that I want to view my globe from (in {x,y,z} form). > > {1,0,0} {sqrt 2, sqrt 2,0} {1,0,0} {-sqrt 2,sqrt 2, 0} {-1,0,0}, ... > > or in {r,theta,fi} form > > {1,0,0} {1,0,pi/4} {1,0,pi/2} {1,0,3pi/4} {1,0,pi} ... > > The problem I have is that with this list, the odd points give a smaller > image back, and it is of set because the box is oriented differently. > > What I want to do is enter my view points in such a way that the only > difference between successive images is a rotation, no translation or > scaling. Where can I find the algorithm that Viewpoints uses? Thank you > for any help. > -- > > Naum Phleger If I understand you correctly the Graphics3D option SphericalRegion->True does what you want automatically. Greetings Martin Kraus