Hi,

I was just wondering what is required when resizing a window. I've done this 
with Direct3D, and what it does is basically take your front buffer surface and 
then it stretch blits it to the client area of your window. If you want to 
avoid distortion when the aspect ration changes, you must, at a minimum, change 
your perspective matrix to reflect the new aspect ratio. Ideally, you would 
also change the dimensions of your front/back buffers to exactly match the size 
of your client area, but this was a bit more complicated as it required 
resetting the device (which, in turn, requires unloading and re-loading some of 
your resources, if applicable).

Ok, so I haven't yet dealt with this issue in OpenGL. Would it require changing 
the rendering context, or possibly deleting it and creating a new one? I'm not 
sure, but I guess that is moot because I'm working with OSG and therefore those 
details are probably abstracted away to that extent.

So I guess I'm just wondering how I could do this with OSG. In this case, I am 
not having OSG launch the window for me. Instead, I have a Panel control in an 
already-existing application that I'm using to display the rendered scene. To 
do this, I am passing the Panel's HWND to a WindowData object, and then 
assigning that object to the inheritedWindowData member of the Traits object 
that I use to create the graphics context.

It works fine, but the image seems stretched horizontally, so I'd like to be 
able to fix that. Interestingly, I can't seem to 'fix' the stretching by 
resizing the Panel, which may be an indication that OSG, or something, is doing 
the aforementioned adjustments automatically, but in doing so, maintains the 
original aspect ratio, which as I said, results in a stretched image.

Thank you!

Cheers,
Frank

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http://forum.openscenegraph.org/viewtopic.php?p=23080#23080





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