I'm using View.getUserHeadToVworld() to get the transform describing
the eye position/orientation in the virtual world.  As I move the view
platform around in the virtual world all seems fine except for one
annoying problem.  The eye position ALWAYS reflects the position of
the display canvas relative to the display screen (but not in pixels).

After puzzling over the view model docs for quite a while now, reading
the FAQ and the bug list, and twiddling all the policy choices that I
thought might even remotely have something to do with this I still
can't figure out why there is this lateral offset in the eye
position.  Using all the defaults for View and
PhysicalBody/Environment my guess is that the eye position should be
relative to the canvas, and NOT the screen.

The policy that I think should have control over this is
View.setWindowEyepointPolicy() [Am I hot or cold?], and I've tried all
three possibilities (relative to FOV, SCREEN, and WINDOW).  Another
candidate is PhysicalEnvironment.setCoexistenceCenterInPworldPolicy(),
but NOMINAL_HEAD is not implemented, only NOMINAL_SCREEN.

Is this a bug, or am I just overlooking something?

BTW: Could the list manager comment on what is happening with the
digest form of the list.  Today I started getting a month's backlog of
list traffic.
  
--jon 
____________________ Peculiar Technologies ____________________
Jon Barrilleaux       3800 Lake Shore Ave.         Purveyors of
[EMAIL PROTECTED]        Oakland, CA 94610      Alternate Reality
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