Hi, everyone:

I am trying to setup a VR system using OSG. Current, I want to learn how 
projection referential cameras work in OSG.

One of the key features of the visualization component is the ability to use 
off-axis cameras (a.k.a Asymmetric frustum)

The main idea of the projection referential cameras is to easily represent the 
displays of the VR installation inside the composition.

As we know that the usual camera's viewing frustum is defined by: it position, 
orientation, field of view, aspect ratio and N/F clip plane...

Projection Referential Cameras sets of a 3D plane in the composition as the 
projection referential of the camera. This 3D Plane is symbolized according to 
the actual dimensions and positions of a real screen. The viewing frustum of a 
projection referential camera is defined by: it position, it clipping 
plane(n/f) and 3D plane projection referential.

[Image: http://i53.tinypic.com/33v29ab.jpg ]
3D sprite can be considered as projection ref~

Now the frustum can be asymmetric, as opposed to the usual cameras frustums.

Anybody knows how to setup this kind of projection referential camera using 
python or OpenGL in OSG?
... 

Thank you!

Cheers,
Dromouse[/img]

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http://forum.openscenegraph.org/viewtopic.php?p=35623#35623





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