Hi Lars,
Lars Paukert wrote:
> First of all sorry for the german language, i thought i was replying
> to Thomas Kulessa only..
NP, there's a lot of Germans here anyway.
> [..]
> The osg::ProjectionStereoCameraDecorator is used to calculate the
> viewing and projection matrices needed for head-tracked stereo setups
> like some power-walls or, mostly, CAVEs.
>
> The main difference to standard stereo stems from the fact that the
> user can now move in front of the screen. Thus the projection matrix
> needs to be created so that the center of projection is at the user's
> eye position and the frustum encloses the projection screen. As OpenGL
> viewports can only be rectangular, this only works right for
> rectangular projection screens conceptually. This rectangular
> projection screen is defined by its four corners, which have to be
> given to the osg::ProjectionStereoCameraDecorator. The order for the
> four corners is lower-left, lower-right, upper-right and finally
> upper-left.
> [..]
> (http://www.opensg.org/doc-1.4.0/PageSystemWindow.html)
>
> I am working with a head-tracked stereo setup in front of a big
> projection wall, experiencing exactly the described phenomenon.
Hm, I'm not sure I get it. What phenomenon are you seeing?
> I guess the implementation was removed some time ago..
Nope, that's just a typo in the docs. It's really called
ProjectionCameraDecorator, and it supports stereo just fine.
> ..so i'll try to use the StereoCameraDecorator.
If you're head-tracked, that won't help you, sorry.
Hope it helps
Dirk
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