Jorge Van Hemelryck wrote:

Have you been successful in implementing your asymmetric frustum hack ?
It might be a good idea to add it to the official FlightGear code. It is
one of the features that might fill in the gap between "amateur" flight
simulation and a professional product. It might even be useful to have
any arbitrary frustum, meaning that the screen could have any position
with respect to the subject. The difficult part would then be to figure
out which parameters to use. Maybe I could try and help with that.

Actually, when I talked about FlightGear at work, our visual systems
(screens, projectors, optical systems) specialist asked about asymmetric
frustums right away. Not to mention projecting on a spherical surface,
which would probably need work in the video board itself, not to mention
the drivers and the software part (OpenGL doesn't do it yet, does it ?).

For those who might have had trouble understanding (or explaining) what
the problem was, I found a page a few weeks ago where it was put quite

Yes, I think I was successful in adding support for asymmetric view frustums. It's a bit of a hack to get there, but the way I have set it up I think is slightly more intuitive than just passing l, r, t, b, n, f parameters to the glFrustum() function.

For my specific need I wanted 3 monitors side by side in a straight line, and I wanted the projection plane to also be a straight line. So referencing your link, Example 1 is what we originally could do, but is not what I wanted. I wanted to do something similar to Example .... errr ... I guess there isn't an example on that page of what I wanted to do. Kind of like Example 5 I guess except with the "red" line (plane of projection) extending straight across. The center view frustum would be symmetic and the sides would be asymmetric. I realize this isn't "correct" but I need a compromise to build a display system that look "reasonable" from a large variety of perspectives at the same time.

So anyway, here's my approach. Let's say I wanted 3 monitors, each covering 30 degrees FOV.

1. I added an --aspect-ratio-multipler=x.xx option. FG automatically calculates aspect ratio based on X, Y screen resolution. This option scales the Y FOV.

2. I created a super wide display with something like --fov=90 --aspect-ratio-multiplier=0.33333

3. I added some options to select a portion of this wide screen to draw onto the individual monitor:


This gives me the leftmost 1/3 of my wide (--fov=90) screen. And the aspect ratio multiplier option allows me to get the desired vertical field of view.

I'm not sure that all makes sense. It is a little convoluted, but essentially it allows you to specify a larger symmetric frustum, and then select a portion of that to get your asymmetric frustum.



Curtis Olson
HumanFIRST Program
FlightGear Project
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