Hi Roy, What you are looking to do is called distortion correction - you are correcting for distortion created by projecting an image onto a curved surface. Doing distortion correct is rather advanced OSG/graphics usage, and not something I'd recommend for a beginner.
To do this correction you'll need to compute the mapping between the coordinate frame of the projector and that of the display surface, and set up the OSG so that it renders the normal 3D scene into a texture (using a frame buffer object) and then using this texture to render a rectangular distortion mesh that uses texture coordinates that provide the appropriate distortion correction. The osgdistortion example and the implementation of View::setUpViewAs3DSphericalDisplay(..) provides code that implements both the render to texture setup and the texture coordinate setup to provide distortion correction. The setUpViewAs3DSphericalDisplay() provides code for a full spherical display such as a PufferFish display, and is probably overkill for what you need - it creates 6 render to texture cameras to render the full 360 surround view, rendering to a texture cube map, then uses the cube map texture when rendering the final distortion mesh. If you are using less than 160 degree wide projection you can probably get away with a single render to texture camera. How to fit this around FlightGear will depend upon how cleanly it integrates with osgViewer. As said above, this is an advanced topic, and teaching you all that is required will potentially take a lot of time and effort, so I will have to gracefully bow out from hand holding your through this experiment as I have lots of other work and users to support. Robert. On 14 February 2012 01:47, Roy Caligan <[email protected]> wrote: > Hi everyone, > > I've been speaking with some of the folks on the FlightGear forum about a > problem I'm having, and I was recommended to contact this group for some > help. I'm trying to project an image onto a curved screen using a video > projector and a hemispherical mirror. Basically, images are applied to a > texture, then applied to a warped matrix, and then displayed. > > The author of those papers was kind enough to share his code libraries with > me, too. Unfortunately, the board says I need to make two posts before > posting URLs. So as soon as I get there, I'll post the links to the libraries. > > The problem, however, is that the code is written for OpenGL, not OSG. I've > been told that OSG does something similar using the Anaglyph 3D support, but > I'm not sure how to implement it. I'm not a programmer, but I'm willing to > learn and do as much as I can just so I can get this to work. > > Any help or advice will be greatly appreciated! > > Thanks, > > Roy > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=45458#45458 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

