Hiya...

I have tried putting a simple camera->setAspect(3.0/4.0)
in my application... as i expected in the horizontal 
direction the images melts well, in the vertical direction
i have still a lot of troubles.
I have thought a bit of it and i did find the problem:
my ceiling viewport's sides are *shorter* than the corresponding
wall's sides. So even if i change the aspect of the 
camera, the vertical angles are all wrong (the vertical 
FOW supposes a symmetric projection, but i have an 
a-symmetric projection since one side is stuck to
the frontal wall and the other is "free"). I was 
wondering whether i can solve this simply *stretching*
the upper viewport so it *virtually* matches the length
of the side walls, no matter if the projector actually
draws just the first 3/4 of it.
Does it have any sense?

On the other hand there is the ProjectorCameraDecorator.
I am a bit reluctant to use it, since my cave does not
have an head tracking system. 
How does the surface multi field that u suggested works?
It seems like i must supply one surface field 4
every side of the cave. 
1) The question is: the coordinates 
of the 4 points in what coordinate system are expressed?
2) Do i have to measure the physical dimensions of the
screens???
3) does i access those field in the usual:

camera->getSurface()->push_back (Pnt3f(lowerleft))
camera->getSurface()->push_back (Pnt3f(lowerright))
camera->getSurface()->push_back (Pnt3f(upperright))
camera->getSurface()->push_back (Pnt3f(lowerright))

????

Thanks again for your help...
it is greatly appreciated
and... good vacation :)


Il gio, 2005-06-09 alle 16:58, Dirk Reiners ha scritto:
>       Hi Enrico,
> 
> On Thu, 2005-06-09 at 12:03 +0200, Enrico Borrione wrote:
> > nope, all the project i have inherited from my predecessor 
> > works with the ShearedStereoCameraDecorator. Looking in the
> > OpenSG specs i noticed that they are both inherited from the 
> > StereoCameraDecorator and then sort of "brothers" I dunno 
> > how fast it would be converting the code from one to the 
> > other. 
> 
> Not a big deal, but needs some changes. See the documentation under
> Related Pages->Window->Projection Screen.
> 
> > 1) stupid question: what's the use of the sheared decorator?
> 
> Essentially the sheared decorator is for non-head tracked stereo walls.
> It's not really meant for Caves, or for head-tracked projection
> systems. 
> 
> > 2) what if i simply switch from one to the other??
> 
> They're not really 1:1 replacements, as the projection deco is for head
> tracking and expects a corresponding setup.
> 
> > 3) Looking in the doxygen documentation I did not find any 
> > corner setting routine in the class. I just found the setWidth setHeight
> > methods. Were you referring to these when you said that i can specify
> > the corners of the CAVE??? 
> 
> That's in the surface field.
> 
> > I will make a try. may i use the image foreground to display the 100x100
> > image or that would alter it's proportions? 
> 
> Nope, that's ok.
> 
> > My immediate objective
> > should be stretching the viewport just in the height direction, to match
> > the images on the side walls (the frontal wall and the ceiling 
> > just fit fine)
> 
> Hm, ok.
> 
> > Not sure of what did u mean. What pixels are not visible? Actually 
> > the CAVE is set up so no part of the projection falls outside the
> > bonduaries of the screens...
> 
> Are you using digital projectors (LCD, DLP)? If yes they usually can't
> changed their picture aspect ratio, so on hte square screen there should
> be some pixel outside the screen. If you have CRT projectors things are
> different.
> 
> Hope it helps
> 
>       Dirk
> 
> 
> 
> 
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