Pablo Carneiro Elias wrote: > actually, the image gets distorted... Just to highlight, we're using > camera space coordinates.. so, the plane corners are something like > > OSG::Pnt3f( -w, -h, -near ); > OSG::Pnt3f( w, -h, -near ); > OSG::Pnt3f( w, h, -near ); > OSG::Pnt3f( -w, h, -near ); > > where w and h measure both half the size of width and height of my > projection plane in camera space
If "near" is small relative to "w" and "h", you'll have a wide-angle perspective that may look "distorted" at the edges. Actually, it should look right if your real screen view angle matches those proportions. (You might have to put your face a lot closer to the screen, so it fills your peripheral vision.) If "w" and "h" are the actual half-dimensions of your screen, then the absolute value of "z" should be your actual distance from the screen. That might be a lot bigger than the camera's "near" clipping plane. -- Ted ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users