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

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