hi dirk,
i gave a look at the Source/WindowSystem/GLUT/testWindowGLUTTGB.cpp
demo, but i got a bit lost. Maybe you can lend me an hand...

1) What i can see in the main rendering window is the first viewport
of the second? I can't understand whether I see the torus itself
or a texture on witch the torus was previously rendered. Another
way to ask the same question is: am I seeing the first viewport
(witch is just initialized) or the second one, that has got 
both the camera and the texturegrabbackground?

2) A bit of theory... i see that you use the NV_register_combiners 
to compute the colors of the grabbed texture (or at least i think so).
May i use them to deform the texture too? I roamed a bit in the 
opensg man pages, but i did not found much stuff about the 
RegisterCombinersChunks...

3) Not really connected with the previous questions: I saw that some
time ago you were talking of addig the blending&overlapping support
for the MultiDisplayWindow. Is it available in the 1.4 version of
OpenSG? I wish i could avoid the other option (extending the class
and render on the foreground of the single cameras a set of blended 
black quads as suggested by someone on the list...)

thank you and sorry for the bothering :)
enrico


Il mer, 2005-04-27 alle 18:01, Dirk Reiners ha scritto:
>       Hi Enrico,
> 
> On Wed, 2005-04-27 at 14:16 +0200, Enrico Borrione wrote:
> > hi dirk, hi all osg users,
> >    after a prolonged absence, here i am again.
> > I am considering the idea of adding to my app the
> > support for dome projection. In few words,
> > i'd like to have 2 or more projectors shooting on
> > some curved mirrors, and then displayng the whole 
> > scene on a dome screen.
> > In order to achieve this objective, the first step
> > is to have a sphere-distorted viewport of the scene.
> > After a bit of googling around, it seems that the only
> > way to do a distorted projection of the screen is
> > rendering to a texture and then distort it in some
> > way. 
> > Does OpenSG allows to render to a target and then 
> > post process it (realtime)? 
> > Any hint on the subject?
> 
> We're doing similar things for color correction and for a little bit of
> distortion correction in the Cave in Darmstadt, so yes, it's definitely
> possible.
> 
> The most general way is to add a Viewport with a TextureGrabBackground
> that just grabs whatever is on screen into a Texture and then uses that
> texture with a distortion geometry.
> Source/WindowSystem/GLUT/testWindowGLUTTGB.cpp is an example for that.
> 
> The real trick is creating the distortion geometry. Getting that to work
> and correctly line up is not simple...
> 
> HIH
> 
>       Dirk
> 



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