May I suggest you look at how OpenGL sets up the projection matrix. This is what OSG uses. gluPerspective is the routine that uses fovy and aspect to set up the projection matrix;
It may be more intuitive for you to use the setProjectionMatrixAsFrustum() method in OSG to establish the projection matrix. For example, you could set things up as follows given vertical and horizontal fovs... double left = tan(osg::DegreesToRad(fov_left)) * near; double right = tan(osg::DegreesToRad(fov_right)) * near; double bottom = tan(osg::DegreesToRad(fov_bot)) * near; double top = tan(osg::DegreesToRad(fov_top)) * near; view->getCamera()->setProjectionMatrixAsFrustum(left, right, bottom, top, near, far); where "near" and "far" are the frustum near and far clipping planes. -Shayne -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Sümeyra Söyler Sent: Wednesday, January 12, 2011 8:36 AM To: [email protected] Subject: [osg-users] PERSPECTIVE -->FIELD OF VIEW Hi, I have been looked the perspective projection.But,I dont understood some value in there.Pls help me...Can I change fovy with fovx.Is there a value like fovx.Can I change horizantol value of the fov(x) not fov (y).Other problem is Aspect that I could not understand exactly what it mean Thank you! Cheers, Sümeyra :' ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35585#35585 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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