Hi Matthias,
On Sun, 2004-05-23 at 16:02, Matthias Biedermann wrote:
>
> 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...
I've had people try to use the matrix from MatrixLookAt as an OpenGL
matrix, for doing that you have to invert it first. But it sounds like
that's not your problem.
> 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.
Sounds pretty cool, I'd like to see that.
> 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...
That's a pretty weird VP... ;)
> 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'!
Actually I will be visiting Stefan, so I'm pretty close. ;) The details
are not final yet, but probably around June 3rd. I'll get back to you
once I know more.
Yours
Dirk
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