Hi

Render to texture is just easy to implement and scalable solution... you have 
one camera with all scenery that does render to texture and some amount of 
cameras which draw parts of that texture to each screen. In this setup you 
really dont care much about how many screens you got, as long as you dont 
hitting max texture size and fow is reasonable. If you're getting very wide fow 
there will be strong perspective distortion, but i think you can correct that 
with fragment shader when drawing final texture to screens.

Another option is to draw hud into all cameras with same projection and view 
matrices, but using different viewport(or just using different projection 
matrices), f.e.:
you have two screens (left + right) with same resolution
if your original projection frustum -> left-right-bottom-top, you draw left 
camera with left-0-bottom-top, right camera with 0-right-bottom-top projections
or
you use same projection, but left screen camera hud have viewport (0,0,2*width, 
2*height) and right screen camera hud viewport is (width,height, 2*width, 
2*height), assuming screens have same resolution, width and height is each 
screen resolution in pixels.

Cheers,
Sergey.


20.07.2012, 17:14, "Bastien Berthe" <[email protected]>:
> Hi there,
>
> I'm currently working on a project with some friends.
> In order to give the best sensations to our future users we decided to render 
> our application on multiple screens.
> The scene is display on the screen via 2 different cameras et some 
> transformations applied on them.
> Now we want to create a HUD system but I want that the text appears on all 
> the screens we have. It means the text can begin on the left screen et finish 
> on the right. It's a complicated problem but we need that feature.
> The two cameras are not placed on the same axis so we can said that our final 
> view seems like a cylinder portion.
> I talk to other people who said me that the best solution is Render to 
> Texture technique. Probably first generate a cylindrical mesh and after that 
> create an other scene which will contain the osgText and render this scene 
> onto this new mesh.
>
> It's a complicated solution and I want to know if you ave already meet this 
> kind of situation and what solutions can you give to me.
>
> PS : We don't want osgText::Text3D for a HUD display.
>
> Thank you!
>
> Cheers,
> BulldozorB
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=48956#48956
>
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