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


_______________________________________________
eq-dev mailing list
[email protected]
https://in-zueri.ch/cgi-bin/mailman/listinfo/eq-dev
http://www.equalizergraphics.com

Reply via email to