Hi Michael,

On 20. Jul 2011, at 22:46, Michael Pope [via Software] wrote:

> For my purposes, I need an orthographic projection matrix that aligns to a 
> screen resolution at the pixel level (i.e. 
> glOrtho(0,1920,0,1080,znear,zfar)). I would imagine this could cause problems 
> with multiple window configurations?

Have a look at eqPly::Channel::_drawOverlay which imo does what you want. 
Channel::applyScreenFrustum sets up an ortho frustum where one unit corresponds 
to one pixel and the spatial relationship of multiple segments (displays) on 
the canvas (wall) is preserved.

Equalizer allows you to set up two difference frusta: a 3D frustum 
corresponding to the physical environment and a '2D' frustum curresponding to 
the Canvas/Segment layout. All frusta can not be changed (except near/far) on 
the render client side since this would produce incoherent images with other 
channels.

The application can change frusta using the View. These frusta have then 
normally nothing to do anymore with a physical immersive installation, since 
the virtual and physical units no longer match up. They are however useful when 
the application wants to control the frustum, e.g., to change the FOV.


HTH,

Stefan.



--
View this message in context: 
http://software.1713.n2.nabble.com/Modifying-a-channels-view-frustum-tp6604275p6605586.html
Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com.
_______________________________________________
eq-dev mailing list
[email protected]
http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev
http://www.equalizergraphics.com

Reply via email to