Hi Stefan, thanks for the quick answer!

>This is a common misconception. If the object is behind the projection
plane, it will cover less pixels as you move closer the wall.
So, if the observer is inside of the wall, then the opening angle of the
frustum reaches 180°, and thus the size of the displayed objects all become
zero?

>> and if he goes even nearer, the object reappears and from here on grows
>> in size the closer he goes. 
>Now he is behind the wall, which can't happen in reality (he would be
looking back at the wall). 
Well, it happens in our CAVE, so we have a misconfiguration somewhere. The
distance of the point in the middle of the CAVE to every wall is actually
more than one meter. The object vanishes when we are one meter away from the
point in the middle. Are there any values in a config-file which we could
change so that the virtual point inside of the wall is the same as the real
one?

>The near clipping planes always have to be in front of the eye. 
Now that you mention it... so I can't just change a fixed value, the near
planes have to adapt to the observers position.

>The distance of the wall is V(eye->wall center), so you can set the near in
front of the wall using Channel::setNearFar or Frustum::adjust_near, see
Figures on http://www.equalizergraphics.com/documents/design/immersive.html.
Hm, now I am a little confused. From the said figures it looks like the near
plane is already adjusted automatically in respect to the observers
position.

Or to ask in a different manner: What do we have to do if we want to
integrate immersive visualization (with the help of head tracking) into our
existing framework of our CAVE? The only thing we altered so far is that we
set the observers headMatrix (with the matrix of a tracking device) at the
beginning of the Config::startFrame-method. Does the setHeadMatrix-method
already take care of everything(e.g. adjusting the near planes), or do we
have to add some additional stuff?

Cheers,
Nick and Michael. 

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