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
> 



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