Hi Chris,

If you are getting an inconsistent horizon line across the displays
then it suggest to me that your cameras for each display aren't set up
correctly for the position of the viewer (person rather than class)
relative to the displays.  I'm afraid there is no easy fix for this
other than sitting down and doing measures measurements of the display
configuration and then computing the appropriate view offsets and
projection matrices for each of the displays.

Robert.

On Nov 28, 2007 10:28 PM, Dorosky, Christopher G
<[EMAIL PROTECTED]> wrote:
>
> Sorry for the confusing title.
>
> I have a flight simulation that uses multiple monitors to mimick
> different airplane windows.
> For instance, left-front, right-front, left-side, etc.....
>
> There is an annoying phenomenon that occurs particularly when pitching.
> If you are in the air, and level, you can see the horizon, and
> everything is good.
>
> If you pitch towards the ground, the horizon rises towards the top of
> the monitor.
> The problem is, that it bends from monitor to monitor.
> >From left-front to right-front, the horizon (and of course the rest of
> the scene) will bend in the form of an upside-down "V"
>
> I think that this is due to having two flat projected images pitch on
> different pivot points, creating the bend at the top.
>
> A good approximation to this effect is to hold your hands in front of
> you, palms facing you, thumbs on top, with the middle fingers touching.
> Now bend your wrists to pitch-up. You get an inverted "V".
>
> That mirrors the effect. I need something similar to not pitching my
> wrists, but moving my arms up so that the entire image moves without
> bends.
>
> I don't have the simulation here, or I'd attach pictures.
>
> I think what I have described is a single pivot point, instead of
> multiple, but I am not sure.
>
> Any suggestions for how to implement this, or what is involved in doing
> so?
> Is this simply a projection matrix issue, or an eyepoint problem?
>
> Thanks for any help, and sorry again for the long explanation.
> If there is a name for this effect, I'd like to know it.
>
> Chris
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