Hi Dirk,
On Sun, 23 May 2004 15:33:28 -0500, Dirk Reiners <[EMAIL PROTECTED]>
wrote:
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.
What do you mean by "cameras in the graph, which might be inverted to what
you want"? The way I'd like to have it is that a camera with some
reasonable FOV looks exactly from the current vertex position out into the
world (which consists of the current object only) along the normal.
Although the vertex/normal data is correct, the camera itself has that
strange behaviour which is rather impossible to interpret...
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.
Well things shifted quite a bit and that's why I now need the cubemaps only
in a more or less ordinary way; however I need the cubemap-texture in a
custom fragment shader, as I want to blend them with the precalculated
ambient occlusion, spherical harmonics etc.
For the occlusion-querying itself the single-plane approach suffices, but I
enhance the extreme distortion and disuniformity at large FOVs using a
fish-eye-like vertex-shader (stereographic projection, Coombe et al.).
That's why I got confused about the pre/postprojection stuff...
Maybe you can take a detour on your way to Goeteborg and be my personal
OpenSG-assistant for the remaining problems with my work...hahaha, just
kiddin'!
Thanks you very much for caring!
Matthias
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