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Papervision3D Essentials

You're reading from   Papervision3D Essentials Create interactive Papervision 3D applications with stunning effects and powerful animations

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Product type Paperback
Published in Sep 2009
Publisher Packt
ISBN-13 9781847195722
Length 428 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (18) Chapters Close

Papervision3D Essentials
Credits
About the Authors
About the Reviewers
1. Preface
1. Setting Up FREE CHAPTER 2. Building Your First Application 3. Primitives 4. Materials 5. Cameras 6. Moving Things Around 7. Shading 8. External Models 9. Z-Sorting 10. Particles 11. Filters and Effects 12. 3D Vector Drawing and Text 13. Optimizing Performance

Summary


The camera in Papervision3D represents a virtual point from which we view our scene. Because the Camera3D class inherits from DisplayObject3D, cameras have properties such as x, y, and z, and you can rotate them just like any other do3D.

The frustum is the 3D region that is rendered. Because it is cut off by the near and the far plane, which are imaginary planes perpendicular to the camera, the frustum is shaped like a truncated pyramid.

Zoom, focus, and field of view should be set while keeping in mind that they are inter-related. Focus is the equivalent of the near property and is defined by the distance from the camera to the near plane. Field of view is the vertical angle defined by the height of the viewport and the focus. The distance of the far plane to the camera can be set with the far property.

Papervision3D offers four types of camera—target, free, debug, and spring. The first two are the most commonly used types. The target camera is looking at a target, whereas the free...

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83
Tech Concepts
36
Programming languages
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