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
>
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