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--- Begin Message ---
Hi

Thanks for the example for the video background.
Here you can see the only place where I use the cambeacon:

void ARTManager::initialize(void)//Grundaufbau des Scenengraph mit Kamera
und Viewport
{       
    // the rendering action
    _action = RenderAction::create();
        // the light beacon
        NodePtr cartN = Node::create();
    
        _cart = Transform::create();

    beginEditCP(cartN);
                cartN->setCore(_cart);
    endEditCP(cartN);
        
        //move the light beacon-relative to the camera, because the beacon
is later assigned to the camera
        Matrix mCart;
        mCart.setIdentity();
        mCart.setTransform(Vec3f(4,0,0));

        beginEditCP(_cart, Transform::MatrixFieldMask);
    {
        _cart->setMatrix(mCart);
    }   
    endEditCP  (_cart, Transform::MatrixFieldMask);

    PointLightPtr pointLight= PointLight::create();

    _internalRoot = Node::create();
    
        addRefCP(_internalRoot);
    beginEditCP(_internalRoot);
                _internalRoot->setCore(pointLight);
                _internalRoot->addChild(cartN);
    endEditCP(_internalRoot);

                

         beginEditCP(pointLight);
                {
                    pointLight->setPosition             (0, 0, 0);
                    
                                        pointLight->setConstantAttenuation
(1);//0.007);att1 = 00.1,att2=0,att3=0.003;
                    pointLight->setLinearAttenuation    (0);
                    pointLight->setQuadraticAttenuation (0);
                                        pointLight->setAmbient
(0.3,0.3,0.3,1);        
                                        pointLight->setDiffuse
(1,1,1,1);
                                        pointLight->setSpecular
(1,1,1,1);
                                        pointLight->setBeacon
(cartN);
                                        //pointLight->setOn(false);
                                
                }
      endEditCP  (pointLight);

        _MatrixCamera = MatrixCamera::create();
        
    // need a viewport?
    if(_win != NullFC && _win->getPort().size() == 0)
    {
                //Hintergrund erstellen
                image = Image::create();
                
                beginEditCP(image);
                        image->set( Image::OSG_RGBA_PF, 320, 240, 1, 1, 1,
0, dataPtr );
                endEditCP(image);

                addRefCP(image);
   
                tex = TextureChunk::create();
                beginEditCP(tex);
                        tex->setImage(image);
                        tex->setMinFilter(GL_NEAREST);
                        tex->setMagFilter(GL_LINEAR);
                        tex->setEnvMode(GL_REPLACE);
                        tex->setEnvMode(GL_REPLACE);
                        tex->setWrapS(GL_CLAMP);
                        tex->setWrapT(GL_CLAMP);
                endEditCP(tex);

                texBkg = TextureBackground::create();
    
                beginEditCP(texBkg);
                        texBkg->setTexture(tex);
        endEditCP(texBkg);

                                
                //init the cameraparameter
                //assign the ARToolKitt camera parameter to the osg::matrix
camera
                Matrix m;
                double    gl_cpara[16];
                convertCamPara(&cparam,0.1,100000,gl_cpara); 
                //KameraMatrix für OpenSG nutzbar machen 
        
m.setValueTransposed((Real32)gl_cpara[0],(Real32)gl_cpara[1],(Real32)gl_cpar
a[2],(Real32)gl_cpara[3],
        
(Real32)gl_cpara[4],(Real32)gl_cpara[5],(Real32)gl_cpara[6],(Real32)gl_cpara
[7],    
        
(Real32)gl_cpara[8],(Real32)gl_cpara[9],(Real32)gl_cpara[10],(Real32)gl_cpar
a[11],  
        
(Real32)gl_cpara[12],(Real32)gl_cpara[13],(Real32)gl_cpara[14],(Real32)gl_cp
ara[15]);
                
                //Matrixkamera erstellen
                beginEditCP(_MatrixCamera);
                        _MatrixCamera->setProjectionMatrix(m);
                        _MatrixCamera->setBeacon(cartN);
                        /*_MatrixCamera->setNear(0.1);
                        _MatrixCamera->setFar(100000);*/
                endEditCP(_MatrixCamera);
                
                //Viewport erstellen
        ViewportPtr vp = Viewport::create();
        beginEditCP(vp);
                        vp->setCamera                  (_MatrixCamera);
                        vp->setRoot                    (_internalRoot);
                        vp->setSize                    (0,0, 1,1);
                        vp->setBackground              (texBkg);
        endEditCP(vp);
        
                //Viewport dem Fenster hinzufügen
        beginEditCP(_win);
        _win->addPort(vp);
        endEditCP(_win);
    }

        
}

Thanks again.

Manuel

-----Ursprüngliche Nachricht-----
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Dirk
Reiners
Gesendet: Donnerstag, 20. Januar 2005 00:45
An: users
Betreff: Re: AW: [Opensg-users] Distortion of Objects


        Hi Manuel,

On Tue, 2005-01-18 at 12:34, Manuel Büchler wrote:
> Hello
> 
> Thanks fort he answer.
> First to Andreas:
> Om the call of imagecontentchanged work. But it is the same speed like
> before...
> Do you know some other possibilities to speed up such a thing

see my other mail.

> To Dirk:
> Normal Geometrie doesn't seemed to be influenced. So I also send this
email
> to Manfred Weiler. Perhaps he has some good ideas for this.

Looking at the code the volumes use the Camera's beacon in a couple
places. Do you use the beacon's matrix at all or do you do everything in
the MatrixCamera?

        Dirk




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