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DarkBASIC Discussion / This could be a slight problem....

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Zeus
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Posted: 24th Nov 2007 00:06
I was using set camera FOV and the screen I attached shows what happened. Here is the entire creation room code.



Can anyone help me with my problem?

Thanks,
Jordan

Dr Schnitzengruber
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Posted: 24th Nov 2007 00:17 Edited at: 24th Nov 2007 00:21
The problem has nothing to do with "set camera fov" try "set camera range"
just add this code snippet in place of "set camera fov"


it also looks like your camera is up-side-down.

edit: just a question. Why did you use set camera fov in the first place? Was it to try to fix this problem or did you really want your screen to look like that?

Zeus
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Posted: 24th Nov 2007 02:55
I was told that FOV zooms in, set camera range doesn't even zoom in. It just stops drawing the scene. How can I zoom in, no my camera isn't upside down.

Dr Schnitzengruber
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Posted: 24th Nov 2007 03:10
putting "set camera FOV 300" zooms it out. try a smaller number like 45 or something.

Zeus
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Posted: 24th Nov 2007 04:02
It turns it upside down.

Dr Schnitzengruber
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Posted: 24th Nov 2007 04:05
I never use "set camera FOV" for this reason. There are many alternatives to it such as moving the camera foward and then back again with the same step value.

gbark
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Posted: 24th Nov 2007 07:11 Edited at: 24th Nov 2007 07:12
Values from 0-180 give a normal effect (zoomed), while values 181-360 give the same effect only upside down.

The default FOV is 61.9621 -- Values greater than this will zoom out, while values smaller will zoom in.
Lucy
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Posted: 24th Nov 2007 08:07 Edited at: 24th Nov 2007 08:19
FOV is in a degree type angle.

Here's an image I just threw together really quickly to help explain what FOV is.

Notice how the smaller the camera's FOV the narrower it's vision (represented by the blue area) becomes. Also, notice how much larger the objects it's looking at become in proportion to the amount of viewed area. What this means is that when you lower the FOV, it essentially zooms in with realitive perspective changes, exactly like a telescope.

Suffice it to say that anything over 180 degrees on the FOV is going to be... interesting... As you've already seen and has already been mentioned, over 180 causes the image to flip upside down with the same angle as if it were fov - 180. Like the 300 you used, that's actually 120degrees fov and upside down...

Anything over 360 is treated as if it weren't over 360. Like 400 has the same effect as 40degrees.

Lastly, I might recommend making your thread titles a little more descriptive. Try something specific like "Need help understanding FOV" instead of the generic "I need help".

Rashness is the characteristic of youth, prudence that of mellowed age, and discretion the better part of valor.
Zeus
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Posted: 24th Nov 2007 14:06
Quote: "Values from 0-180 give a normal effect (zoomed), while values 181-360 give the same effect only upside down.

The default FOV is 61.9621 -- Values greater than this will zoom out, while values smaller will zoom in. "


Nope, look at this using 30.

@Lucy: Thanks. That really helps explain the command.

Libervurto
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Posted: 24th Nov 2007 18:46
@CGJ
Look at the DB Challenge
I think it was the world building challenge or something (will look for the link tonight)
I played around with FOV and made a zooming function
and an under-water fish-eye lense effect

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Zeus
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Posted: 24th Nov 2007 20:17 Edited at: 24th Nov 2007 20:24
Alright thanks, I'll look for it.

[edit]

Okay OBese I do not understand a bit of your program. Care to explain it?

Libervurto
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Posted: 25th Nov 2007 05:04 Edited at: 25th Nov 2007 05:15
I'll try and explain what FOV is.
Raise your right hand to the right side of your face, move it backwards until you can only just see it. Now move it away from you, keeping it so it is just visible to you. Do the same on your left side, and the angle between the two lines is your Field Of Vision.

So what will happen when we change our FOV?
Think of a fish; fish have a very wide FOV, you may have heard of fish-eye lenses that recreate this effect.
Birds of prey can adjust their eyes to see very far by narrowing their FOV.

The higher value you set FOV to, the wider the angle of vision becomes until the lines of vision go behind the camera and the image turns upside down!

I made a little program to try and show what Camera FOV does.


"You must be someone's friend to make comments about them." - MySpace lied.
Zeus
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Posted: 25th Nov 2007 17:55
Thank you OBese, because of you my problem is solved.

Libervurto
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Posted: 25th Nov 2007 22:40 Edited at: 25th Nov 2007 22:54
Any time
I love the new material commands, even cubes look awesome

1.08 to 0.3 zooms in from a human perspective
The thing you have to remember is that our eyes already distort objects slightly, that's how we get perspective, which is why default FOV isn't 0. Changing FOV changes perspective.

@Lucy
Nice diagram, that explains the part I was having trouble getting across

@Dr
Quote: "I never use "set camera FOV" for this reason. There are many alternatives to it such as moving the camera foward and then back again with the same step value."

That gives an unrealistic effect as objects in between the player and the target wont appear in the zoomed view.

"You must be someone's friend to make comments about them." - MySpace lied.

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