On 22. Jul 2011, at 22:40, Michael Pope [via Software] wrote:

> The default camera position in my engine is about 400 units out of the screen 
> looking toward the origin. My vertex data for my Utah teapot is such that the 
> bounding cube is around 30 world units. When I toggle to ortho the entire 
> screen is covered with a very small portion of the teapot. I am using the 
> 1-window.nonthreaded.eqc config file for both my rendering client and eqPly. 

The default Equalizer wall is 1m high in 1m distance. This means your teapot is 
399m behind the wall and therefore small due to perspective correction. With 
ortho frusta there is no perspective correction and therefore you see about 
1/30th of your teapot. You should fit your model to fit the screen, i.e., it 
should not be bigger than 1m. In fact the teapot units are probably centimeter 
so you need to scale down by a factor of 100.



HTH,

Stefan.




--
View this message in context: 
http://software.1713.n2.nabble.com/Modifying-a-channels-view-frustum-tp6604275p6611859.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