Iolar Demo App



1. Allow the Java plugin to initialize and the applet to load.
2. Once the chessboard appears, click on the applet window
3. Use the keys below to control the camera. Note that they are similar to, but not exactly the same as, typical WASD command keys.

keyboard

command / action

notes

s

move left

f

move right

e

move forward

d

move backwards

w

move up

r

move down

j

turn right

l

turn left

i

pitch forward

k

pitch backward

u

roll left

o

roll right

g

move to the origin

t

flatten out

sets all rotation angles to zero

p

face the origin

h

cycle the navigation mode

1. in one mode, movement and turns are relative to the camera's own coordinate system; in the other, movement and turns are relative to world coordinate system
2. when relative to the camera's coordinate system, note that this means the camera's position and orientation; in this mode, if you roll a bit and then spin, the horizon will rise and fall; the camera will not simply spin around a point above the ground
3. when relative to the world coordinate system, movement is along each axis, and turning is around each axis
4. when relative to the world coordinate system, the camera is also always made to face the origin
5. when relative to the world coordinate system, direction of movement and turning will appear to change depending on where the camera is; e.g., if the camera is in the positive-z region and facing toward the origin, moving 'forward' will feel like moving backwards

x

cycle the viewing mode

the modes are to show: vertices, wireframe, flat-color surfaces, or shaded surfaces

c

cycle the background mode

the modes are to show: a flat background, a sky-and-sea background, or a sky-and-sea backround with distance fogging

q

toggle whether or not the camera is allowed to go into the negative-y region (i.e., 'below ground')

when the background shows a sky-and-sea effect, going 'below ground' displays the horizon incorrectly; the technique for causing the horizon to always seem very distant does not currently distinquish between when the camera is above ground or not; if your brain buys into the sky-and-sea effect, going 'below ground' will make it seem as if all the objects in the world rise into the air

v

decrease the movement increment by 1

b

increase the movement increment by 1

n

decrease the turning increment by 1 degree

m

increase the turning increment by 1 degree

y

set the turning increment to 30 degrees

a

increase the distance to the viewing plane by 10

z

decrease the distance to the viewing plane by 10

this can be used to look at the sky and sea polygons, because their size is based on the size of the viewing plane when the applet starts

1

make camera one the active camera

2

make camera two the active camera

3

make camera three the active camera

4

make camera four the active camera

9

toggle the showing of camera stats

0

toggle the showing of view-point markers

when on, there is a small blue square showing the direction of view (so, it always shows up in the center of the display), and there is a small red box showing the point on the horizon which the camera faces