Consider me humbled, guys.

<hangs his head in shame>


a|x

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

> From: Steve Mokris <[email protected]>
> Subject: Re: camera/eye position
> To: "quartzcomposer-dev list list" <[email protected]>
> Date: Monday, 7 December, 2009, 18:26
> > -1.73205 seems a bit arbitrary.
> I wonder what the reasoning was behind that decision...
> 
> Given:
>     - You want the coordinate system to be
> -1 to +1 in the X direction.
>     - You want the FOV to be 60deg.
> 
> Look at one half of the viewport --- cast a ray from the
> camera through the origin, then turn left or right --- a
> right triangle.
> 
> tan(theta) = (opposite) / (adjacent)
> tan(fov/2) = (1) / (d)
> d = 1/tan(fov/2) = 1/tan(60/2) = approx 1.73205
> 
> 
> 
> 
> -- 
> ("for all who would like to know" ;)
> 
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