// axis conventions & conversions // +y // -y // +y? // // |_ +x // |_ +x // |_ +x // // +z / (lh) // -z / (rh) // -z / // // gl-vrml-d3d // vision // TODO: 3ds... //
Viewpoint { # vrml eventIn SFBool set_bind exposedField SFFloat fieldOfView 0.785398 # (0,) exposedField SFBool jump TRUE exposedField SFRotation orientation 0 0 1 0 # [[-1,1]],(-,) exposedField SFVec3f position 0 0 10 # (-,) field SFString description "" eventOut SFTime bindTime eventOut SFBool isBound }
http://www.web3d.org/x3d/specifications/vrml/ISO_IEC_14772-All/part1/nodesRef.html#Viewpoint
void gluPerspective(GLdouble fovY, GLdouble aspect, GLdouble zNear, GLdouble zFar); # openGL
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far);
You can convert : left = - fw , right = + fw , bottom = - fh , top = + fh
fH = tan( fovY / 180 * pi ) * zNear / 2; fW = fH * aspect;
fH * 2 / zNear = tan ( fovy / 180*PI ) fovy = atan ( fh * 2 / zNear ) * 180 / PI
OCR:
sudo apt-get install tesseract-ocr-fra tesseract-ocr-por yagf