Hi Cory,

I'm not personally familiar with the osgviewerMFC example as I'm don't
have windows here.  I general I'd point the figure at the way the
window and associated cameras are initialized, clearly it must being
setup without the correct aspect ratio. Have a look at the other
examples that use window inheritance when setting up the
GraphicsWindows such as osgviewerQT and osgviewerWX.

Robert.

On Tue, Feb 10, 2009 at 8:48 PM, Cory Riddell <[email protected]> wrote:
> FWIW, I've attached a screen shot of what should be a square. The Drawable
> code was taken from the quickstart guide and the vertices are:
>     v->push_back(osg::Vec3(-1.f, 0.f, -1.f));
>     v->push_back(osg::Vec3(1.f, 0.f, -1.f));
>     v->push_back(osg::Vec3(1.f, 0.f, 1.f));
>     v->push_back(osg::Vec3(-1.f, 0.f, 1.f));
> Any ideas?
>
>
>
>
> Cory Riddell wrote:
>
> I've been playing with osgviewerMFC and I've noticed that when I open an
> osg file (like cow.osg), the rendering is "stretched" to fit the aspect
> ratio of the containing window. For example, if I resize the app to be
> wide then open the cow, I get a very long cow. If I make the window
> short and tall then open the cow, I get a very compressed cow. Resizing
> the window does resize the cow, but the aspect ratio doesn't change.
>
> osgviewerQT doesn't have this problem but I don't see what's different.
>
> What controls the aspect ratio of the rendering?
>
> BTW, my cow.osg is from 2.6. Has the osg file format changed?
>
> Cory
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