Hi Peter,

You usage is very much a case of two cameras that contribute to build
a single view.

David suggests the osgdepthpartion example, this is a good place to
start, it creates two cameras in the scene graph for the purpose of
partitioning the scene for better z precision.  This was written
before osgViewer came into being, and these days it'd actually be
better to implement the same functionality but as two slave Camera's
in a single View.

The Camera settings for in scene graph or in viewer will be very
similar, the main difference will be the conceptual element - the
Camera configuration is really related to the viewer rather than
something related to the scene so this particular task is most
naturally suited to a Camera in the viewer.  Practicalities also
favour the slave Camera in the Viewer approach.

In terms of Camera setup, have a look at the osgwindow example - this
shears the projection matrix by doing a post translate.  You are doing
something kinda similar - but modifying the depth range of the
projection matrix instead for each of the Camera, and the other
difference would be that you'd disable the compute of near/far and
enable culling of the near/far planes, and share the same graphics
context between the two cameras.

Robert.

On Tue, Nov 4, 2008 at 7:25 PM, Peter Wraae Marino <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> To answer the question about the two views, i'll have to explain the problem
> that made us to use the two views.
>
> We have a terrain and an airplane... the problem is the terrain has a lot of
> decals
> and was giving z-fighting problems. The terrain is generated by a 3rd party
> software
> so we are limited in adding anykind of bias to the decals or objects causing
> the
> z-problem. To solve this problem we decided to render the plane in one we
> and the
> terrain in another. This way the near-far plane is shorter for each view
> allowing us
> greater z precision. The z fighting problem disappeared and we are happy,
> but we never
> really did find an "elegant" way of syncing the two cameras.
>
> Perhaps there is a better solution to this problem, if so I would love to
> hear it.
>
> We talked about using slave cameras to solve the problem, don't know if this
> is the way
> but I was going to do some testing with it tommorow.
>
> You last suggestion about copying all view setting is also something we have
> talked about,
> but again before taking that direction I wanted to hear if there was an
> "elegant" way instead
> of the more "hacked" way of doing it.
>
> regards,
> Peter Wraae Marino
>
> On Tue, Nov 4, 2008 at 3:52 PM, Robert Osfield <[EMAIL PROTECTED]>
> wrote:
>>
>> Hi Peter,
>>
>> On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino <[EMAIL PROTECTED]>
>> wrote:
>> > when having a composite view I have two camera, one for each view.
>> > Is there an elegant way of syncing these two cameras? so they have
>> > the same fov, position, direction, and so on...
>>
>> What is different between the two Views?  I do wonder if a single View
>> with two slave Cameras might not be more suitable.
>>
>> If you do have two different View's such as with two different scene
>> graphs then perhaps sharing a single CameraManipulator between the two
>> views might do the trick - I've never tried this though so odd things
>> might happen.
>>
>> The other approach would be to attach a CameraManipulator to one View,
>> then on each frame copy the first view's Camera settings to the second
>> View.   You'd need to break the viewer.frame() up into it's parts so
>> you could do the sync just before the call to renderingTraversals().
>>
>> Robert.
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> --
> Regards,
> Peter Wraae Marino
>
> www.osghelp.com - OpenSceneGraph support site
>
> _______________________________________________
> 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

Reply via email to