-1.73205 seems a bit arbitrary. I wonder what the reasoning was behind that 
decision...

a|x

--- On Mon, 7/12/09, Christopher Wright <[email protected]> wrote:

> From: Christopher Wright <[email protected]>
> Subject: Re: camera/eye position
> To: "Boštjan Čadež" <[email protected]>
> Cc: [email protected]
> Date: Monday, 7 December, 2009, 14:15
> > does anyone know where exactly
> the camera is in QC?
> > i asked this on Kineme forums some time ago and
> Christopher said its at 0,0,1. im trying to move objects
> along a vector that goes from the eye and through a point on
> the screen. from experiments i did it turns out somewhere
> near 0,0,1.732. with these eye coordinates the sprites on
> different scales of the same vector get approximately same
> screen coordinates.
> 
> 
> You're correct -- using OpenGL Profiler, you can spot this
> in the trace (of an otherwise empty composition with the
> visualizer opened):
> 
>     0.11 µs glMatrixMode(GL_PROJECTION);
>     0.67 µs glGetFloatv(GL_PROJECTION_MATRIX,
> 0x19a3cd04);
>     0.74 µs glGetIntegerv(GL_FRONT_FACE,
> 0x19a3ccbc);
>     0.59 µs glFrontFace(GL_CCW);
>     0.68 µs glFrustum(-0.057735, 0.057735,
> -0.0433013, 0.0433013, 0.1, 100);
>     0.66 µs glTranslatef(0, 0, -1.73205);
> 
> the frustum defines the near and far planes, and some other
> projection information, and the translate sets the camera
> position.
> 
> My earlier estimation of it being at 0,0,1 was without
> collecting any data.  1.73205 as the Z position is the
> correct Z coordinate.
> 
> --
> [ christopher wright ]
> [email protected]
> http://kineme.net/
> 
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