Hi dirk, after playing with the example you pointed me for a bit, i understood the basic principles... Now I am trying to change the textured quad in the second viewport with a simple geometry (as you suggested). So... I modelled a half tube with blender, exported it in wrml along with the texture coordinates and tried to use it as the *screen* of the application. Surprise surprise, it isn't working, i just see the solid background. My best guess is that the matrixcameraptr is pointing in the wrong direction, so i pointlessy looked for a way to move the camera. I used to query the simple scene manager for the navigator and then update the projection matrix all by myself, but in this case i think the navigator is linked to the first vieport...
So: how can i update the camera position of the second vp? and the target of the look at? :) thanks enrico Il lun, 2005-05-02 alle 19:57, Dirk Reiners ha scritto: > Hi Enrico, > > On Mon, 2005-05-02 at 11:04 +0200, Enrico Borrione wrote: > > 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? > > You see the second viewport, as it completely covers the first one. You > can modify the program to make the second only half as wide, and only > the left half of the screen will be handled. > > > 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... > > You could, and people have done that, but honestly I don't see the point > for relatively continuous things like domes. It would be better to use a > simple geometry node in the second viewport that is textured with the > grabbed texture. > > > 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...) > > AFAIK that hasn't been added, sorry. Marcus, did you get around to doing > that? > > 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
