Hello Carsten,
On Thu, Mar 8, 2012 at 5:07 PM, Carsten Neumann <carsten_neum...@gmx.net>wrote:
> Hello Robert,
>
> On 03/08/2012 05:33 AM, Robert Petka wrote:
> > Not at all, everything is pretty simple.
> >
> > I can say sorting is almost completely backwards...
> > Test scene is actually a forest with old-fashioned trees (crown is made
> > from crossed transparent planes). Transparency problem is at model
> > level, not at single geometry triangles level, so I can see far trees
> > displayed on top of near trees. We use Z+ as camera up.
>
> do you have head tracking in your cave? Do you apply the head's rotation
> to the "user" transform of the ProjectionCameraDecos as well or only the
> translation? What happens if you turn the head to face the side walls,
> does the sorting change?
>
> Thanks,
> Carsten
>
>
Head tracking is not yet fully implemented, but I already have a "cave user
trans node" which I can manipulate to set user`s head position/rotation.
You are right, when I turn user`s head 90 degrees (CCW) around y-axis (
0,1,0 ) to face the left wall, then sorting on that wall goes OK and other
walls goes wrong. I tested it also with simulated continuous rotation
around y-axis and sorting on each wall was dependent on actual head
orientation.
However I want to ask whether it is possible somehow to make sorting
correct on each wall independently of user`s head rotation? So in case more
people step into CAVE, everyone can see correct image...
Kind regards,
Robert
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