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 > ------------------------------------------------------- This SF.Net email is sponsored by: NEC IT Guy Games. Get your fingers limbered up and give it your best shot. 4 great events, 4 opportunities to win big! Highest score wins.NEC IT Guy Games. Play to win an NEC 61 plasma display. Visit http://www.necitguy.com/?r=20 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
