Hi Matthias,

On Mon, 2004-05-17 at 19:23, Matthias Biedermann wrote:

> 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 fed 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.

So you got the "rendering from a vertex' viewpoint" working? One thing
to watch out for with the MatrixLookAt is that it's deigned to build
matrices for cameras in the graph, which might be inverted to what you
want. Then again, maybe it is what you, it's just one thing to keep in
mind.

If that works the cubemap shouldn't be a big deal, hopefully. Given that
the viewer coordinate system after modelview is based in the origin
+/-90 and +180 degree rotations around y and +/-90 degree rotations
around x should give you the 6 faces of the cube. They might be rotated
around their local Z, but if you want to use them for NV_occcull that
doesn't matter.

Have you tried that? What didn't work?

Hope it helps

        Dirk






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