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/
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