Patrick Hartling wrote:
> Thomas Kulessa wrote:
>> Hello Dirk,
>>
>> Am Sonntag, den 20.05.2007, 17:45 +0200 schrieb Dirk Reiners:
>>>     Hi Thomas,
>>>
>>> Thomas Kulessa wrote:
>>>> Hello together,
>>>>
>>>> basically I got my app running, but not with the expected result.
>>>> Although the MultiDisplayWindow tells me that it has the expected number
>>>> of ports, applying an e.g. red background to one viewport result in a
>>>> red backgrounnd in all viewports. The same for changing a
>>>> postview/preview/postproject whatever matrix. The scene is not shown
>>>> from different direction, but still as if all viewports were in a row.
>>>>
>>>> I know the description is somewaht vague, but does anybody has an idea
>>>> about this (before I post the whole source code;-)
>>> hm, no direct lue. Can you reproduce it in something derived from a 
>>> tutorial?
>>>
>> I got the MatrixCameraDecorator CAVE setup running. But as you
>> mentioned, the matrices have to be calculated to get the projection
>> right. 
>> So I replaces the MatrixCameraDecorators by ProjectionCameraDecorators,
>> added a "user" node as child of the camera beacon, throwed out the
>> postview matrices stuff and instead defined one 4-point surface (which I
>> interpret as the projection screens(?)) for each decorator and as before
>> coupled each decorator to its own viewport. 
>> The result is, that all "projection screens" (ClusterServer windows) are
>> aligned from left to right, no matter how I define the surfaces. So
>> there seems to happen some auto-magic or default behaviour behind the
>> scenes. Even with the highest debug level the log contains no hint, so I
>> am relativly clueless how to proceed. As mentioned I want to setup a 2x1 
>> beamer front projection with a 2x2 beamer 
>> floor projection, all showing the same scene.
> 
> Thomas,
> 
> I am trying to figure out something very, very similar to this, albeit with
> OpenSG 2. Have you tried using OSG::MultiDisplayWindow::setHServers() and
> OSG::MultiDisplayWindow::setVServers()? There seems to be a lot of
> auto-magic stuff happening in OSG::ClusterWindow and
> OSG::MultiDisplayWindow, and I *think* that what you need to do is set the
> number of horizontal and vertical servers. That said, I don't have my code
> working yet, and I am still working my way through OSG::MultiDisplayWindow.
> However, I think that the code you posted will be a big help to me. :)

Thomas,

I was looking back at this thread more carefully, and I realized that you
are seeing exactly the same behavior that I am. The server windows render as
though they are configured for a tiled wall rather than for a CAVE-style
configuration, right?

For a while now, I have been trying to verify that OSG::MultiDisplayWindow
is not making assumptions about being used only with tiled walls, and I
cannot find any evidence that that is the case. The fact that you got things
working with matrix camera decorators certainly backs up the conclusion that
OSG::MultiDisplayWindow is general purpose enough for any projection surface
configuration. There must be some mistake in my use of projection camera
decorators, but I have not been able to find it. My suggestion about using
setHServers() and setVServers() probably isn't going to be of much help
because that doesn't fix anything for me.

 -Patrick


-- 
Patrick L. Hartling
VP Engineering, Infiscape Corp.
http://www.infiscape.com/

Attachment: signature.asc
Description: OpenPGP digital signature

-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users

Reply via email to