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
>>
> 

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