ok, thx
i had this code before:
>void Channel::frameDraw( const uint32_t frameID )
>{
>
> // Setup OpenGL state
> eq::Channel::frameDraw( frameID );
>
> setNearFar( 0.1f, 100.0f );
> applyFrustum();
> ...
>}
and when i changed to this code, it works good(frustum is changed)
>void Channel::frameDraw( const uint32_t frameID )
>{
> setNearFar( 0.1f, 100.0f );
> applyFrustum();
>
> // Setup OpenGL state
> eq::Channel::frameDraw( frameID );
>
> ...
>}
SE> The frustum is applied on each Channel::frameDraw() operation (in
SE> eq::Channel::frameDraw). This is where you should change it, but you
SE> should only modify the frustum's near and far plane. It seems to me
SE> that in your case the model leaves the 'right' plane of the frustum.
Aleksander
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