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