Hi Dirk,

On Thu, 2004-02-12 at 15:14, Dirk Reiners wrote:
>       Hi Rasmus,
> 
> On Thu, 2004-02-12 at 07:01, Rasmus Agerholm wrote:
> > Hi,
> > 
> > How can I control which geometry in the scene to render for each eye,
> > given that I want to disable some geometry for left eye and some other
> > for the right eye?
> > 
> > We want to use some image based rendering (IBR) in an OpenSG app. A
> > texture is created for each eye each frame. Each texture should then be
> > mapped on the inside of a deform sphere. The sphere has the same shape
> > for each eye and can thus be a shared Geometry core under different
> > MaterialGroups. Am I right so far? Now, I need to disable the left
> > sphere when rendering the right eye and vice versa. My thought was to
> > put the two MaterialGroups under a switch node and then control the
> > choice of the switch node depending on which eye is about to be drawn.
> > But how do I find out which eye is about to be drawn? And, is there a
> > better way to do this?
> 
> given that you use a pretty recent version of the code, there actually
> is. ;)

I do, but if it's not recent enough I will make it as recent as can be
;-)


> You can use traversal masks. Each Node has a mask (accessible via
> setTravMask(), getTravMask()), which kind of replaces the active flag.
> In addition every Viewport also has a traversal mask (same calls). By
> default both have all bits set. During rendering (actually for any
> Action), when the binary AND of the Viewport's mask and the Node's mask
> are 0, the Node and all its children are ignored. 
> 
> Given that left and right eye use separate viewports, this allows you to
> do what you want.

Thanks, that's exactly what we're looking for. 


> Hope it helps

It will: It will get some stuff off of my back and onto somebody elses
;-)


Thanks
/Rasmus

-- 
Rasmus Agerholm

Research Assistant
VR Media Lab            (+45) 9635 8792
Niels Jernes Vej 14
DK-9220 Aalborg

Phone: (+45) 9635 8784
Fax:   (+45) 9815 2444

http://www.vrmedialab.dk/~rasta




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