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Re: gEDA-user: More GL stuff to test
Hi Peter,
FWIW, isometric projection comes to mind, 30/-30 angles and equal Z
coordinates are aligned.
http://en.wikipedia.org/wiki/Isometric_projection
Pros: no more warped boards.
Cons: there are only 8 possible points of view (camera positions)
Keep doing the Good Thing (TM) on pcb+GL ;)
Kind regards,
Bert Timmerman.
On Thu, 2009-11-05 at 00:35 +0000, Peter Clifton wrote:
> On Wed, 2009-11-04 at 22:05 +0000, Peter TB Brett wrote:
> > On Wednesday 04 November 2009 22:04:09 Christoph Lechner wrote:
>
> > > Indeed, the board appears like it wasn't a plane. Just take a look at
> > > the right and the left edge of the board ...
> >
> > Yep, definite projection fail there. It looks like the bottom of the board is
> > closer, but it's actually further away...
>
> Anyone know of a better way to do it?
>
> I was thinking of some kind of pseudo-perspective, like this:
> ___________
> / \
> / __O____O___ \
> /_/__|____|___\_\
> / o o \
> /_______________\
>
> So the 3D is actually a perspective projection, BUT.. we cheat on the
> Z-coordinate some how, such that all vertical elements (via drills
> etc..) remain parallel on screen.
>
> All I recall from trying perspective projection, was that it makes
> editing the board at anything other than straight-up orientation very
> awkward.. and even in that case, since the layers still notionally have
> different depths, they render at different sizes, and vias loose their
> parallelism "down" into the page.
>
> _____________
> | _________ |
> | | | | (O-o) is a via shown through the board.. with:
> | | Oo oO | | O on the top layer,
> | |_________| | o on the bottom layer.
> |_____________|
>
> (Ok, fairly exaggerated there, but still).
>
>
> That is the issue.. I'm sure there is a way to achieve what I want, but
> my vector maths / GL projection knowledge is a little rusty.
>
> Until I try this.. I don't know if it will feel any better either, since
> it is also going to be a corruption of what your brain will expect.
>
> Best wishes,
>
> Peter C.
>
>
>
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