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>From      : [EMAIL PROTECTED]
To          : "users" [email protected]
Cc          :
Date      : Mon, 21 Nov 2005 16:49:51 -0700
Subject : Re: [Opensg-users] CAVE navigation







>
>       Hi Antonio,
>
> On Sun, 2005-11-20 at 12:44 +0100, antonio_lioy wrote:
> > Hi guys, I've a problem (quite stupid)about navigation in a two wall 
> > cave environment. I'm using a single MultiDisplayWindow to split my
> > scene on the two walls (we're working in stereo, so we have a total of
> > 4 servers working on each viewport). I'm using a
> > ProjectionCameraDecorator for each wall on the same camera.
> > The problem is that I need a navigation window in which I'd like to
> > see the whole scene that is split on the walls. Now, May I use a
> > single camera to do all the work or I need a second one for navigation
> > purpose?
>
> If you want to see the same view that the hypothetical cave viewer would
> see one should work just fine.


thanks, but where should I put the camera to see all the content of the scene 
on a single flat screen? Should I simply put the camera a little back or should 
I use some esotherical projection to see all the scene like an external viewer 
would?

>
> > If I choose a clientWindow for my MultiDisplayWindow I see the two
> > views shrinked on my window.
>
> I'm not sure I understand you here. How do you choose a clientWindow?

I just set an external client window as the the MultiDisplayWindow client window

>
> > I tried to create a new viewport for the Navigation window and I set 
> > the main camera (and not a decorator) as the associed camera I see
> > just a part of the whole scene (the one on the frontal wall). Where
> > should I place the camera? Do I need to set different parameters (fov,
> > aspect) or something? Sorry for not being very clear...
>
> Hm, what did you expect to see? If your navigation is set in a way that
> the Camera points points towards the front face of the cave, that's what
> I would expect to see. If you want to see more you could use a separate
> MatrixCameraDecorator that moves the Viewpoint back a little to simulate
> a camera behind the viewer.

I'm trying... Thanks a lot...

>
> Hope it helps
>
>       Dirk
>
>
>
>
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