Hi Dirk,

On Mon, 17 May 2004 18:58:59 -0500, Dirk Reiners <[EMAIL PROTECTED]> wrote:

The difference is that the beacon is automatically updated whenever
something above it in the graph changes. The MatrixCameraDecorator
matrices are fixed and need to be updated by you every frame. The beacon
matrices are in the scenegraph and are updated automatically.

Ah, there we go...;)

For your case the idea would be to use the  the object you want to
cubemap as the beacon and then use the decorators to get the 6
directions. The tricky part is that the camera will use the same
direction as the object and not the principal axes. That might make
things a little more complicated, depending on what you do with your
cubemap.

Well, I'm still struggling with one more involved part related to that; the cubemapping seems quite feasible right now, as there is that one test-program, too. But the other thing I didn't get working yet is a very wide-angle camera looking from every vertex's view (i.e., looking along the normal) in order to get some visibility value based on using NV_occlusion_query. Though I managed to get the camera buzzing around and rendering from "vertex-like" locations, it still has some small offsets from the vertex positions and is often looking into some weird directions (I took a "debugging cone" to visualize the camera's positions). I just took the MatrixLookAt feeded by the vertex from/at/up vectors and applied that on the beacon's matrix. I did care about having the up-vector linear independent w.r.t. the normal and taking care of the beacon's additional transformation. However, that didn't work as well as I finally got confused about what the pre/postProjection and pre/postViewing stuff in MatrixDecorator exactly does and what to set there, if I need them at all...

Maybe you can give me some advice on that.


Thanks in advance,
Matthias



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