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.
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