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<a href="index.html"><img border="0" alt="Figure 26.7 Dungeon Viewpoints And Fields Of View" title="Figure 26.7 Dungeon Viewpoints And Fields Of View" hspace="10"
src="_viewpoints/Figure26_7DungeonViewpointsAndFieldsOfView.x3d._VP_45_degree_FOV_(default_value)_corner_view.png" width="156" height="89" align="middle"/></a>
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<p>
Viewpoints are the primary way for an author to show users what is in a scene,
helping them navigate among objects of interest.
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<p>
Viewpoint nodes specify a desired location, an orientation, and a camera field-of-view lens angle.
By default, the viewer enters a world at position (0, 0, 10) and is looking along the -Z axis towards the origin.
You can provide your own preferred viewing locations and directions in Viewpoint nodes.
The first Viewpoint in the scene is the initial entry Viewpoint.
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<p>
These X3D scenes are adapted directly from the
<a href="http://www.wiley.com/legacy/compbooks/vrml2sbk/toc/ch26.htm" target="_Vrml2Sourcebook">original VRML 2.0 Sourcebook chapter examples</a>.
Also available:
<a href="http://www.sdsc.edu/~moreland/courses/Siggraph98/vrml97/slides/mt0352.htm" target="_Vrml2SourcebookCourse">Introduction to VRML97 SIGGRAPH98 course notes</a>.
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