Thanks JP, thats an interesting project. Unfortunately I couldn't get it to compile under Linux. Anyway, what I'm after is a method of calculating the frustum at run time. Could that be something planned for camera config files Robert?
Cheers Murray J.P. Delport wrote: > Maybe have a look at this: > http://orihalcon.jp/projdesigner/ > > cheers > jp > > Murray Curtis wrote: >> I have driving simulators with three projected screens 4.5 metres wide >> arranged in half a hexagon that are viewed from slightly off center. The >> car is centered but the driver is off to the left or right by about >> 300mm. To move the vanishing point in front of the driver I have been >> simply rotating the entire scene 3 or 4 degrees. This is not the right >> way to do it but the errors are small, it was easy to do and it works. >> >> Now we're developing smaller systems with the displays right up close to >> the driver and I need to fix this properly. >> >> For the front screen I think its simply an xshear: viewerOffset / >> screenWidth. >> >> The 60 degree side screens are much more complicated. >> http://local.wasp.uwa.edu.au/~pbourke/projection/caev/ describes the >> issues very nicely with diagrams. >> >> I need to calculate the asymmetric frustum and give it to >> OSG::Camera::setProjectionMatrixAsFrustum or similar. >> >> Are there any help routines in OSG (that I've not found) to do the trig? >> Or any web references that may help? >> >> Cheers >> Murray Curtis >> Tag Systems >> Melbourne >> Australia >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

