I just tried this and it works better:

I have 3 sprites...each with the same cast member.
I have 3 cameras...All try cameras have the same properties (fov, position, 
etc.) however, the left camera is rotate to the left and the right camera 
is rotated to the right...this way the 3 frustrums meet in a seamless fit.

BUT...
when the models move from the left sprite to the middle sprite and then to 
the right sprite, the start out small, get bigger and then end up small 
again...it's as if there's a weird lens...

I tried to change the quad properties of the left and right sprites, but I 
couldn't do it...I guess you can do that to sprites with 3d 
castmembers...it would be cool if you can do it though.


I actually need a pretty seamless fit...3 graphics cards will be connected 
to 3 projectors...so hopefully I can play with the projectors settings to 
skew the left and righ a bit...




At 06:45 PM 2/8/2002 -0500, you wrote:
>>Am I just not seeing something here?  No pun intended.
>
>
>If you get it right, you should never see the same part of an object on 
>the two screens at the same time. There is an imperfection where the join 
>is, but I was hoping that your two monitors would be far enough apart to 
>disguise that.
>
>Try this:
>
>global w,ballm,cam1,cam2
>
>on startmovie
>   w = member("world")
>   w.resetworld()
>   ballr = w.newmodelresource("ball",#sphere)
>   ballm = w.newmodel("ball",ballr)
>   cam1 = w.camera(1)
>   cam2 = w.newcamera("cam")
>   cam2.transform = cam1.transform
>   cam2.fieldofview = cam1.fieldofview
>   sprite(1).camera = cam1
>   sprite(2).camera = cam2
>   cam2.transform.position = cam2.transform.position + vector(207,0,0)
>end
>
>on exitframe
>   ballm.transform.position = vector(100+sin((the ticks mod 628)*.02)*200,0,0)
>   go the frame
>end
>
>
>as a movie script, where there is a member "world" sat twice on a 640 x 
>480 stage, with sprite 1's left edge at 0, and sprite 2's left edge at 
>320. Or you could open this:
>
>http://staging.funnygarbage.com/staff/colin/twocams.dir
>
>
>You can certainly tell where the join is, but it might be tolerable. One 
>thing is for sure, I don't think you have any hope of getting two video 
>cards to share their 3D space cleanly.
>
>
>--
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>

James Tu
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