Hello Patrick,

sorry for not answering so long, I didn't have time to look again in the
code for two weeks. Have you made any advances? Did my code help? It is
based on the file "System/Window/testProjection.cpp". I am kind of
clueless right now.

cheers,

thomas

Am Dienstag, den 22.05.2007, 09:44 -0500 schrieb Patrick Hartling:
> 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
> 
> 
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