<table border="0" width="100%"> <tbody> <tr> <td align="center" rowspan="2"> <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> </td> <td align="left"> <p> Viewpoints are the primary way for an author to show users what is in a scene, helping them navigate among objects of interest. </p> <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. </p> <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>. </p> </td> </tr> </tbody> </table>