Hi, I have been wrestling with this for a few weeks now. As some of you are aware, I am slowly preparing a new multi-head demo with around 8 GPUs in it (so up to 16 heads).
The new camera support is great, but there are some problems with the way the frustums work. My understanding is that the fundamental controls are for a direction for the camera. With large numbers of monitors this begins to fall apart. The view frustums will overlap when you don't create an offset and begin to creat monitors in both the horizontal and vertical directions. With offsets you will have to stack the views on top of each other and in theory get the bottom of one frustum to align with the other, but then you end up having visual issues since the cameras are separate. So what I would like to be able to do is take the layout of the cameras, determine their angles to the camera, and define a frustum that has a non-orthogonal face. The first camera code that Tim released seemed to do this (which meant there was some visual quirks for monitors far out to the sides (like verticals being at angles and so on), but for the person sitting in front of all the screens it looked about right. Are there any other "magic" options that would allow me to get to that? (7+9 is my current plan). Regards, Matthew ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel