If my camera zoom is at 1.6, how many degrees is that, and what's the formula to calculate it?
camera zoom
Blitz3D Forums/Blitz3D Beginners Area/camera zoom looks like 90 / camerazoom setting = FOV, but that's my math wizardy at work... and probably wrong?
Try this:
Graphics3D 800,600 zoom# = 1 cam = CreateCamera() cube = CreateCube() light = CreateLight() MoveEntity cam,0,5,-50 While Not KeyDown(1) If KeyDown(200) Then zoom = zoom + 0.1 If KeyDown(208) Then zoom = zoom - 0.1 If zoom < 1 Then zoom = 1 CameraZoom cam,zoom RenderWorld Text 0,20,"Cam Zoom: " + zoom Text 0,10,"Field of view: " + FieldofView(zoom) Flip Wend Function FieldOfView#(zoom#) Local fov# fov = 2 * ATan(1 / zoom) Return fov End Function
Thanks! I'm at work at the moment. 1.6 = 64 degrees, correct?
Thanks! I'm at work at the moment. 1.6 = 64 degrees, correct?
Yep. I've always disliked the CameraZoom command, bit too abstract for me, I need degrees. luckily we have this:
http://www.blitzbasic.com/codearcs/codearcs.php?code=676
http://www.blitzbasic.com/codearcs/codearcs.php?code=676
what is the angle of human sight? is that about 64'
what is the angle of human sight? is that about 64'
With peripheral vision its probably nearer to 170 degrees. Well without a zoom of 1.6 objects appears to get 'squashed' when not directly in front of you.
I want to 'see more' of my world but with lower than 1 zoom causes 'distortion.
I want to 'see more' of my world but with lower than 1 zoom causes 'distortion.
I want to 'see more' of my world but with lower than 1 zoom causes 'distortion.
Yeah setting zoom lower than 1 will cause a fisheye lens/wide angle effect.Wouldn't recommend doing that as it becomes difficult for the player to judge distance. Useful for a security camera effect though.