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#!N
#!N #!Rdxgcmp DXGetCameraMatrix, DXGetCameraRotation, DXGetCameraMatrixWithFuzz #!N #!N Function #!N #!N Return
matrices that represent stages of the viewing operation. #!N #!N Syntax
#!N #!F-adobe-times-bold-r-normal--18* #include <dx/dx.h> Matrix DXGetCameraMatrix(Camera c) Matrix DXGetCameraRotation(Camera c) Matrix
DXGetCameraMatrixWithFuzz(Camera c, float fuzz) #!EF #!N #!N Functional Details #!N #!N
A camera defines the position and orientation of the viewer, the
volume of interest of the object being viewed, and the size
of the image to contain the resulting view. #!N #!N Conceptually,
there are three steps to converting an object in 3-dimensional space
to an image in two-dimensional space: #!N #!I0 #!N #!F-adobe-times-medium-r-normal--18* #!N
#!N #!I30 #!N 1. Translate the Object and camera as a
unit so that #!F-adobe-times-bold-r-normal--18* From #!EF is at the center of
the image, rotate them until #!F-adobe-times-bold-r-normal--18* up #!EF is aligned with
the image #!F-adobe-times-bold-r-normal--18* y #!EF axis, and the #!F-adobe-times-bold-r-normal--18* from-to #!EF
vector is perpendicular to the image. #!N #!N #!F-adobe-times-bold-r-normal--18* DXGetCameraRotation #!EF
, given camera #!F-adobe-times-bold-r-normal--18* c #!EF , returns the matrix that
performs this series of transformations. #!N #!I30 #!N 2. Scale the
size of the volume of interest to the size of the
image. (For additional details, see #!F-adobe-times-bold-r-normal--18* DXSetPerspective #!EF and #!F-adobe-times-bold-r-normal--18* DXSetOrthographic
#!EF .) #!N #!N #!F-adobe-times-bold-r-normal--18* DXGetCameraMatrix #!EF and #!F-adobe-times-bold-r-normal--18* DXGetCameraMatrixWithFuzz #!EF
, given camera #!F-adobe-times-bold-r-normal--18* c #!EF , return the matrices that
perform this step and the previous step. #!F-adobe-times-bold-r-normal--18* DXGetCameraMatrixWithFuzz #!EF returns
the matrix with a given #!F-adobe-times-bold-r-normal--18* fuzz #!EF applied. The #!F-adobe-times-bold-r-normal--18*
fuzz #!EF allows an object that is coincident with a second
object, to be moved forward slightly to allow it to appear
in front of the second object. An example of this would
be displaying contour lines on a surface; a positive #!F-adobe-times-bold-r-normal--18* fuzz
#!EF applied to the lines make the lines appear displayed slightly
in front of the surface. #!N #!I30 #!N 3. For perspective
cameras only, make the walls of the volume interest parallel. (For
additional details, see #!F-adobe-times-bold-r-normal--18* DXSetPerspective #!EF .) #!N #!I0 #!N #!EF
#!N #!N #!N When these three steps are completed, the object
has the correct image x,y coordinates and can be rasterized. #!N
#!N Return Value #!N #!N Return the matrix. #!N #!N See
Also #!N #!N #!F-adobe-times-bold-r-normal--18* #!Ldxsrn,dxall1389 h DXSetResolution, DXGetCameraResolution #!EL , #!Ldxsvw,dxall1393 h DXSetView, DXGetView #!EL , #!Ldxnca,dxall1311 h DXNewCamera #!EL , #!Ldxsoc,dxall1384 h DXSetOrthographic, DXGetOrthographic #!EL
, #!Ldxspe,dxall1388 h DXSetPerspective, DXGetPerspective #!EL , #!Ldxrndr,dxall1357 h DXRender #!EL #!EF #!N #!N #!Lcamsec,dxall1138 h Camera Class #!EL . #!N #!N
#!N #!F-adobe-times-medium-i-normal--18* Next Topic #!EF #!N #!N #!Ldxgci,dxall1226 h DXGetClippedInfo #!EL #!N #!F-adobe-times-medium-i-normal--18* #!N
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