I've started looking at code, but have no familiarity with this codebase, and time is very limited. I was wondering if someone code offer assistance on code, as in what functions to look at. I was looking at osgGA src, and found Animation path code, and in osgViewer/ViewerEventHandlers.cpp the part where it switches to animation path camera, but I'm not sure where to look to start playing around with code, since I don't know how it works yet. Just looking for additional details that help me get started on problem. Thanks.
> Hi Christopher, > > I think the problem is that fusion distance is not being calculated. > > Most of the manipulators calculate fusion distance using an > intersection test or distance to the center of the bounding sphere of > the specified node. > > Probably the camera manipulator to handle animations is not updating > the fusiondistance so the eye separation is incorrect. > > A workaround could be set an EventCallback inside the root node and > inside the FRAME event calculate properly the fusion distance. In an > EventCallback you have the node, the Viewer and probalby all you need > to compute it correctly. You can approach the fusion distance using > simply a distance to the center of the bounding sphere of the node or > if you want a more accurate eye separation (for example for terrains) > you can calculate a test intersection. > > Hope this helps, > Rafa. > > > > On Tue, Jul 7, 2009 at 4:19 PM, Christopher Mire<cnm3...@gmail.com> wrote: >> > Hello, I have encountered this bug where stereo rendering is messed up >> > when using saved animation path file. ?This bug causes the separation >> > between left and right eye images to be way off, messing up stereo >> > effect. ? Upon initial loading of model, the images are not proper, >> > but only when using the -p ?flag with animation file. ?Without using >> > -p option, the rendering is fine. ?I am using an OBJ file, and have >> > duplicated this bug with OSG version 2.8.0 from fedora 11 repository, >> > as well as 2.8.2-r2 and svn head as 7-6-2009. ?I have duplicated bug >> > when default stereo mode, as well as QUAD_BUFFER. >> > >> > Since two images are off on initial loading, I'm guessing its some >> > initialization issue, I suppose with camera. ? The two images move in >> > sync as camera is rotated and translated, but since they are off >> > initially, stereo effect just doesn't work. ?It looks like the eye >> > separation is just really huge, maybe like 10x more than it should be >> > or something. ?Please advise on further steps to resolve this issue. >> > >> > Thanks. > >
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