Hi Nick, It's hard to say exactly what's going wrong without seeing a screen shot. However, I can tell you that rotating the projection matrix is the wrong approach. The rotation belongs in the view matrix. OpenGL relies on having only a projection transformation in the projection matrix and everything else in the view matrix in order to do computations for lighting and fog. I think it may be able to mess up your clipping too. Some of this stuff can be dependent on your graphics hardware and drivers. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com
> > Message: 20 > Date: Mon, 21 Jun 2010 16:54:48 +0000 > From: "nick waller" <[email protected]> > To: [email protected] > Subject: [osg-users] Help setting up a cave-like device viewer > Message-ID: <[email protected]> > Content-Type: text/plain; charset=UTF-8 > > Hello. > > I'm working on configuring a cave-like device using OSG. The device has 3 > walls along side each other, the two on the outside rotated in about 30 > degrees. To account for this, I tried rotating the slave camera's that > display to the outside screens but this doesn't seem to work. Instead it > clips the image and I get a strange view-slot on the rotated screens. I am > rotating them by rotating rotating the projection matrix when I create the > slave camera's. This is clearly not working. Can someone point me in the > right direction? > Thanks > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=29222#29222 > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

