View Dialog Help for Picaso Version 1.0 Location: This is where the view port location is in 3D space. Refer to the coordinate system above the example for details about the coordinate system. Direction: This is the Direction your looking relative to the Up, right, and location points and axis. NOTE you will hardly ever have to change these values they are automatically calculated. LookAt: This is where the ViewPort will always point at you can change the location, and the camera will always point to this 3D point in space. NOTE you can disable auto view port calculations by unchecking the Calculate LookAt checkbox. Up: This is the up direction of the scene. This is automatically calculated just like direction is. Right: This is the direction right is at. By changing the x axis you can compensate for the aspect ratio of the screen. However this is done automatically. Sky: This is the direction the sky is from the center of the view port. OK Button: This accepts the changes and if the Calculate LookAt checkbox is checked it will calculate Direction, Up, and Right axis's based on the current location sky position, and look at point. Cancel Button: Ignores all changes and doesn't calculate the new viewport position. Calculate LookAt: This enables if checked the auto calculation of Direction, Up, and Right axis's. If not checked it doesn't calculate these axis's. Coordinate System: Above +Y +Z Farther | / | / |/ Left -X----0----X+ Right /| / | / | Closer -Z -Y Below Example: The Default view port looks forward from 100 units in front of the center of the scene. About 1/2 unit down from the center and 0 units to the left or right. 0 Center of the Universe / / / |-----/-| X = 0 | / | Y = -0.5 | | Z = -100 |-------| Let's say we put a sphere at X = 0, Y = 0, Z = 0, and a light at x = 0, y = 100, z = -110. wee would see the sphere right in front of us about in the center of the screen. Now lets say we wanted to look directly down on the sphere. All we have to do is move our location to X = 0, Y = 100, Z = -0.0001 note we cannot have the Y or Z values of the location ever = 0 or we will get a floating point error, but the program will adjust the value to 1 if it detects a zero in either numbers. Now make sure LookAt equals X = 0, Y = 0, and Z = 0, so we are looking at the sphere at X = 0, Y = 0, Z = 0. Now trace the image you will now be looking down on the sphere. Experiment with the location and Sky numbers and see what interesting views you can come up with.