[osg-users] Terrain splats

2009-01-12 Thread Bob Balfour
I've been looking to add dynamic terrain splat quads to my textured 
terrain (such as tire marks), and see a number of potential ways to do 
it: decal, shader, maybe even osgSim::OverlayNode, and was curious as to 
what would be the most optimum approach in OSG without reinventing the 
wheel?


Thanks.

Bob.
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[osg-users] Getting current eyepoint

2008-08-25 Thread Bob Balfour
I have an update callback that needs the current frames (i.e. the one 
that's about to be rendered with the cull/draw traversals to follow) 
eyepoint.  When I used the camera's view matrix, I seemed to be getting 
last frame's eyepoint - it hadn't been updated yet?  When I changed my 
update callback to use the current matrix manipulator (fly,drive,etc) 
eyepoint, which had already been updated in the event traversal, I now 
got this frame's current eyepoint.  Making my update callback a cull 
callback using the camera view matrix also worked.


Is there a good way to get the current, updated eyepoint in an update 
callback?  When does the camera view matrix become current?


Thanks.

Bob.

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[osg-users] How to Monitor VideoMemory usage

2008-08-22 Thread Bob Balfour
I've used RivaTuner to monitor video memory usage on WinXP, but it 
doesn't do it on Vista (it says due to Vista's virtualization of video 
memory?).  Does anyone know of a way to monitor video memory usage on 
WinVista?  I have a very choppy scene (using quad-core HP, 2 Nvidia 
GTX8800, Vista, multi-thread OSG2.4-based app), and I suspect its due to 
texture overload.  Whatever Vista is virtualizing didn't seem to help!


Thanks.

Bob.
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Re: [osg-users] Terrain model not LOD-ing with Slave Cameras

2008-08-20 Thread Bob Balfour
Thanks Robert.  The LODScaleHandler has been helpful to determine better 
terrain LOD ranges to avoid texture overload.


Bob.

Robert Osfield wrote:

On Wed, Aug 20, 2008 at 2:41 AM, Bob Balfour [EMAIL PROTECTED] wrote:
  

What could cause what appears to be a perfectly good LOD terrain model to no
longer function properly when using slave cameras?



Using slave Cameras has no effect on LOD management.

Your later email suggests that pixel aliasing is an issue, but I don't
really know what you mean here, aliasing is a rasterisation issue and
unrelated to geometry issues.  My only guess is that you are somehow
referring to lack anisotropic filtering causing texture artifacts, but
even this I can't tie in.

As for the view frustum effecting things, again it doesn't, the LOD
ranges will be selected purely on distance from eye point.   It could
be that there is an apparent effect such as the view frustum being
narrower so that distance objects take up more screen space, if this
is an issue then simple use the LODScale to select high res LOD
levels.  See the osgmuiltitexturecontrol example as it has some code
for adjusting the LODScale.

Robert.
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[osg-users] Terrain model not LOD-ing with Slave Cameras

2008-08-19 Thread Bob Balfour
I'm using an LOD (not Paged) textured terrain model built with osgdem. 

In my app (OSG 2.4-based), configured with just the main default camera, 
the LOD terrain levels are clearly visible as they change from one to 
another.


In my same app, configured with two slave cameras (looking 45 left  
right), there is NO visible evidence that the LOD levels are changing!  
It appears that the highest resolution (6) imagery is staying in at all 
times (causing lots of aliasing and stressful graphics pipe texture 
paging as a result). [Other LOD building models in the scene do seem to 
LOD properly.]


What could cause what appears to be a perfectly good LOD terrain model 
to no longer function properly when using slave cameras?


Thanks.

Bob.
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Re: [osg-users] Terrain model not LOD-ing with Slave Cameras

2008-08-19 Thread Bob Balfour
On closer inspection, i think I do see some LOD changes on the slave 
cameras, but the pixel aliasing is masking it.  I think the bad aliasing 
may be due to larger view frustums on the slave cameras, causing less 
available screen pixels per geo-inch, which means I should consider 
tightening the LOD ranges to be closer in?  Does this make sense?


Thanks

Bob.

-
Bob wrote:

I'm using an LOD (not Paged) textured terrain model built with osgdem.
In my app (OSG 2.4-based), configured with just the main default camera, 
the LOD terrain levels are clearly visible as they change from one to 
another.


In my same app, configured with two slave cameras (looking 45 left  
right), there is NO visible evidence that the LOD levels are changing!  
It appears that the highest resolution (6) imagery is staying in at all 
times (causing lots of aliasing and stressful graphics pipe texture 
paging as a result). [Other LOD building models in the scene do seem to 
LOD properly.]


What could cause what appears to be a perfectly good LOD terrain model 
to no longer function properly when using slave cameras?


Bob.
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[osg-users] Mouse motion models across multiple viewports

2008-08-07 Thread Bob Balfour
I'm using OSG 2.4 in a 4-camera/projector viewport configuration (on a 
dome), and I'm finding (not necessarily unexpectedly) that fly, drive 
motion models are having difficulty operating properly, probably because 
the mouse is moving across viewports.


Should it work OK, and I just have a configuration issue?, or 
suggestions on how to make them work across multiple viewports, or use a 
joystick instead of a mouse??


Thanks for your suggestions...

Bob.
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Robert E. Balfour, Ph.D.
Exec. V.P.  CTO,  BALFOUR Technologies LLC
960 So. Broadway, Suite 108, Hicksville NY 11801
Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
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Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Bob Balfour



Joakim Simonsson wrote:

On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:

The scene achieves 60Hz at times, but feels choppy, and I notice the 
middle two GPUs at times show long orange bars, which are killing the 
60Hz rate.


This is probably obvious for you, but the fancy aero rendering is 
turned off, right?


I set the theme to windows classic, which I assumed would do away with 
the aero stuff (with no discernible difference), but is there something 
else to specifically turn off?


or 2 double-wide screens (screen 0  2, each set to 2880x900). Note 
that in the Vista display settings all 4 screens are set up as 1 big 
extended desktop.


How do you configure extended desktop in Vista? I mean, microsoft 
(or nvidia) has removed the horizontal/vertical span possibility. But 
if I understand you correctly, there is a possibility to fool vista, 
so it believes your multiple monitors is only one monitor with a very 
large resolution?
rt.click desktop-Personalize-Display Settings (Monitor tab) shows 4 
monitors that you can select, then check the Extend the desktop onto 
this monitor box.


I can also seem to stop the dwm.exe from executing (Vista desktop window 
manager) by checking disable desktop composition (rt.click on the 
.exe-properties(compatibility tab)).  With the dwm off I can only get 
to 47Hz max, but pretty steady.  With dwm.exe on (taking about 20% of 
the CPU) I can get to 60Hz, but not consistently, and my rendered cube 
rotates with a discernible choppiness.  Is Microsoft punishing me for 
disabling dwm?


Bob.
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[osg-users] mouse/viewport issues with CompositeViewer

2008-07-01 Thread Bob Balfour

I am wondering about the status of this bug/fix (below) that I originally saw 
discussed back in late Feb. by Paul M., Jean-Sebastien and Robert, and again in 
late May, with no firm resolution.  I am using OSG 2.4 and appear to be 
experiencing this same problem using CompositeViewer and slave cameras.  Is the 
only current option to drop down to osgViewer::Viewer, or will doing a current 
SVN checkout resolve it?

-(from J-S G., 28feb08)
Look closely - the scene moves, just *very very* little.

It's a bug in osgViewer/CompositeViewer.cpp which I submitted a fix for
about a week ago. When a single view is on multiple displays (so the
slave camera mechanism in osgViewer::View is used) the viewport extents
are not set correctly in the eventTraversal, so when the mouse events
are translated they have wrong values and the mouse movement has very
little effect.
--


Bob.


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Re: [osg-users] Rendering to multiple graphics cards

2008-06-30 Thread Bob Balfour
I can draw successfully with slave cameras to all 4 screens in various 
configs in Vista, either the osgviewer across all screens, 4 independent 
screens (i.e. screens 0-3, each set @ 1440x900), or 2 double-wide 
screens (screen 0  2, each set to 2880x900). Note that in the Vista 
display settings all 4 screens are set up as 1 big extended desktop.


But I'm having TROUBLE MAINTAINING 60HZ, even though my rendered scene 
consists solely of a textured cube.


For example, with osgviewer.exe (ver 2.4) spread across all 4 screens (4 
graphics contexts):

Threading model: CullDrawThreadperContext
Event, Update,  all 4 Cull,Draw,GPU vals are small (0.xx)
The scene achieves 60Hz at times, but feels choppy, and I notice the 
middle two GPUs at times show long orange bars, which are killing the 
60Hz rate.

All 4 CPUs are running @ approx 52% (osgviewer.exe @ 30% and dwm.exe @ 20%)
So I also disabled desktop composition on the osgviewer.exe task, 
which sent the dwm.exe (desktop window manager) down to 0% (disabled), 
which made the rotating cube less choppy, but now can only achieve 45Hz???


I am experiencing similar results with my own osg2.4-based fourDscape 
task, with 4 cameras rendered to screen 0-3 (each @ 1440x900), with the 
same very small Cull/Draw/GPU numbers (all 4 CPUS @ 22%), but can only 
achieve 47Hz.


Any suggestions as to where to look for who/what in Vista is stealing 
resources and how to make it stop? With a single screen, 60Hz is no problem.


thanks.

Bob.

-
Robert Osfield wrote:

Hi Wojteck,

As a hardware sanity check you could just dual boot the machine with
Linux, this itself will bring its own learning curve, but at least
you'll have a setup that others have known work just fine.

Robert.

On Mon, Jun 30, 2008 at 3:24 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
  

Hi Everyone,

I have done some OSG testing with Vista 64 bit + 2 x GeForce 8800 GTS 320 MB
+ 3 monitors. I have attached only 3 monitors but I am sure 4 would work
either.

Unfortunately results are mixed. I was able to start osgviewer and our demo
app on 3 monitors. I was able to get some visual but after few frames driver
was dying and after few moments Vista popped up with msgbox that graphics
driver failed but now it is ok (or something like this).  I may not have the
power supply decent enough to provide the stable current so this crash could
be power related. I will try to arrange some heavy duty power supply and
redo the tests again later this week. Anyway it looks like at this stage
results are more promising than with XP and two different GeForces.

Cheers,
Wojtek




- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent: Monday, June 30, 2008 10:34 AM
Subject: Re: [osg-users] Rendering to multiple graphics cards
Thanks, Bob.
This is a relief ;-).  I don't have the acces to similar Vista setup
yet.  Will try to grab two boards and do the checks this week.Will post a
meesage with results when I am done.

Thanks again.
Wojtek


- Original Message -
From: Bob Balfour
To: OpenSceneGraph Users
Sent: Sunday, June 29, 2008 2:32 AM
Subject: Re: [osg-users] Rendering to multiple graphics cards
I have two Nvidia 8800 cards on a Windows Vista platform (HP), and setting
traits-screenNum to 0 or 1 as Robert indicated does send the rendering to
the appropriate graphics cards.  I used code very similar to the osgcamera
example, multipleWindowMultipleCameras method.

Does anyone have experience setting up a 4-monitor (each 1440x900) system on
Windows Vista? I have 2 osgcameras/contexts rendering left-half/right-half
of the scene.  With 2 Nvidia graphics cards both in dual-head mode, if I
render each camera to a viewport 2880x900 I'm hoping that the scene will be
spread properly over the 4 monitors (will try it shortly once I round up
four HD monitors), without configuring the extending the desktop option in
Windows, which seems to take considerable resources in the dwm.exe task
(dynamic window manager), which appears to have an OSG rendering
performance impact.  Anyone have similar experience here, or other
configuration suggestions?

Thanks.

Bob.

--
Wojciech Lewandowski wrote:

Hi Bob,

Seems like you asked related question to mine. I would be very interested in
your results. I tried to run osgviewer on two graphics boards withour
success. But I was on XP and boards were different. I have not given up
completely, hoping that Vista or identical cards may work. Then I have read
your post and I see that you have exactly such setup. Does osgviewer outputs
to monitors cards attached to both cards ?

Cheers,
Wojtek

Hi Bob,

Using the screenNum set to 0 or 1 should select the appropriate card.
When you run osgviewer on your system it should open up two
windows/two slave cameras automatically, press 'f' to toggle

Re: [osg-users] Rendering to multiple graphics cards

2008-06-28 Thread Bob Balfour
I have two Nvidia 8800 cards on a Windows Vista platform (HP), and 
setting traits-screenNum to 0 or 1 as Robert indicated does send the 
rendering to the appropriate graphics cards.  I used code very similar 
to the osgcamera example, multipleWindowMultipleCameras method.


Does anyone have experience setting up a 4-monitor (each 1440x900) 
system on Windows Vista? I have 2 osgcameras/contexts rendering 
left-half/right-half of the scene.  With 2 Nvidia graphics cards both in 
dual-head mode, if I render each camera to a viewport 2880x900 I'm 
hoping that the scene will be spread properly over the 4 monitors (will 
try it shortly once I round up four HD monitors), without configuring 
the extending the desktop option in Windows, which seems to take 
considerable resources in the dwm.exe task (dynamic window manager), 
which appears to have an OSG rendering performance impact.  Anyone have 
similar experience here, or other configuration suggestions?


Thanks.

Bob.

--
Wojciech Lewandowski wrote:

Hi Bob,

Seems like you asked related question to mine. I would be very 
interested in your results. I tried to run osgviewer on two graphics 
boards withour success. But I was on XP and boards were different. I 
have not given up completely, hoping that Vista or identical cards may 
work. Then I have read your post and I see that you have exactly such 
setup. Does osgviewer outputs to monitors cards attached to both cards ?


Cheers,
Wojtek


Hi Bob,

Using the screenNum set to 0 or 1 should select the appropriate card.
When you run osgviewer on your system it should open up two
windows/two slave cameras automatically, press 'f' to toggle off full
screen to see the actual windows.

Robert.

On Tue, Jun 24, 2008 at 8:56 PM, Bob Balfour [EMAIL PROTECTED] wrote:

I also have an HP Windows (Vista) box with 2 Nvidia graphics cards
(independent, not SLI-configured). In order to configure two 
osg::cameras,
each one rendering to its own specific Nvidia card, how do you 
specify a

camera graphics context for a specific graphics card.  Is it simply
specifying the appropriate traits-screenNum, or does it take more than
that?  Has anyone done this in Windows Vista?

Thanks.

Bob.
--

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Exec. V.P.  CTO,  BALFOUR Technologies LLC
960 So. Broadway, Suite 108, Hicksville NY 11801
Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
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960 So. Broadway, Suite 108, Hicksville NY 11801
Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
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[osg-users] Rendering to multiple graphics cards

2008-06-24 Thread Bob Balfour
I also have an HP Windows (Vista) box with 2 Nvidia graphics cards 
(independent, not SLI-configured). In order to configure two 
osg::cameras, each one rendering to its own specific Nvidia card, how do 
you specify a camera graphics context for a specific graphics card.  Is 
it simply specifying the appropriate traits-screenNum, or does it take 
more than that?  Has anyone done this in Windows Vista?


Thanks.

Bob.
--

Robert E. Balfour, Ph.D.
Exec. V.P.  CTO,  BALFOUR Technologies LLC
960 So. Broadway, Suite 108, Hicksville NY 11801
Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
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Re: [osg-users] Setting a camera view frustum

2008-06-23 Thread Bob Balfour
For the dome simulation project I'm working on, they went with using a 
3rd party projector calibration/blending/warping system/SDK (instead of 
using some OSG dome correction capability as I was anticipating and had 
previously mentioned to you), which is initially providing me with the 
view frustums to use (determined with an off-line calibration process), 
including rotations/translation values to account for how the projectors 
are mounted and throw their image onto the screen area. Hence the 
rotations on the projection matrix, but I'm not sure if or how to 
properly account for the difference in axis alignments, etc. and how to 
properly apply the rotations to the frustum.  I'll get it right 
eventually...


Bob.


Robert Osfield wrote:

Hi Bob,

I don't understand why your putting rotations and translations into
the projection matrix - its like you are mixing the projection and
view matrices for some reason.  I'd recommend leaving the projection
matrix so that it only handles the lens aspect of camera, not the
position and attitude of it - for this you should use the camera's
view matrix.

Robert.

On Mon, Jun 23, 2008 at 1:57 AM, Bob Balfour [EMAIL PROTECTED] wrote:
  

I need to set up a specific calibrated view frustum, and I need to be sure
I'm doing it right in OSG, as I've gotten a bit confused and my OGL matrix
math is a bit rusty!

The frustum is predefined by:
1. LeftAngle, RightAngle, TopAngle, BottomAngle of the frustum.
2. A set of rotations (defined as Euler angles) on the frustum:
ViewAngleA (first rotation about the z axis**)
ViewAngleB (second rotation about the y axis**)
ViewAngleC (final rotation about the x axis**)
3. A translation: Xoffset, Yoffset, Zoffset of the viewpt of the frustum.

**Note that the axes are defined to be: +x to the right, +y up, -z into the
screen (the same as OGL? but different than the OSG camera manipulators?)

The sample OpenGL code I have tells me to do the following with this info:

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(   near*tan(DegreesToRad*LeftAngle),
   near*tan(DegreesToRad*RightAngle),
   near*tan(DegreesToRad*BottomAngle),
   near*tan(DegreesToRad*TopAngle),
   near,far);
glRotated(ViewAngleA, 0.0, 0.0, 1.0);
glRotated(ViewAngleB, 0.0, 1.0, 0.0);
glRotated(ViewAngleC, 1.0, 0.0, 0.0);
glTranslated(Xoffset, Yoffset, Zoffset);
---

Now to do this with an OSG::camera I'm not sure what to do about matching up
the axis orientation, if anything (the OSG manipulators and my models work
with +z up, +x easting, +y northing, or is that just wrt the modelview
matrix and nothing to do with the projection matrix?), use preMult,
postMult, makeRotate, etc? ...

I have some OSG code that looks like below, but I'm not sure it's doing it
right (it just mimicks the OGL code with OSG methods):

osg::Matrixd mat;
mat.makeIdentity();
mat.preMult(osg::Matrixd::frustum(

near*tan(DEG_TO_RAD*LeftAngle),

near*tan(DEG_TO_RAD*RightAngle),

near*tan(DEG_TO_RAD*BottomAngle),

near*tan(DEG_TO_RAD*TopAngle),
near,far) );
mat.preMult(osg::Matrixd::rotate(DEG_TO_RAD*ViewAngleA, 0.0, 0.0, 1.0);
mat.preMult(osg::Matrixd::rotate(DEG_TO_RAD*ViewAngleB, 0.0, 1.0, 0.0);
mat.preMult(osg::Matrixd::rotate(DEG_TO_RAD*ViewAngleC, 1.0, 0.0, 0.0);
mat.preMult(osg::Matrixd::translate(Xoffset, Yoffset, Zoffset);
camera-setProjectionMatrix(mat);


Advice/suggestions from anyone more proficient in this would be
appreciated...

Thanks.

Bob.
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Exec. V.P.  CTO,  BALFOUR Technologies LLC
960 So. Broadway, Suite 108, Hicksville NY 11801
Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
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[osg-users] Setting a camera view frustum

2008-06-22 Thread Bob Balfour
I need to set up a specific calibrated view frustum, and I need to be 
sure I'm doing it right in OSG, as I've gotten a bit confused and my OGL 
matrix math is a bit rusty!


The frustum is predefined by:
1. LeftAngle, RightAngle, TopAngle, BottomAngle of the frustum.
2. A set of rotations (defined as Euler angles) on the frustum:
   ViewAngleA (first rotation about the z axis**)
   ViewAngleB (second rotation about the y axis**)
   ViewAngleC (final rotation about the x axis**)
3. A translation: Xoffset, Yoffset, Zoffset of the viewpt of the frustum.

**Note that the axes are defined to be: +x to the right, +y up, -z into 
the screen (the same as OGL? but different than the OSG camera 
manipulators?)


The sample OpenGL code I have tells me to do the following with this info:

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(   near*tan(DegreesToRad*LeftAngle),
  near*tan(DegreesToRad*RightAngle),
  near*tan(DegreesToRad*BottomAngle),
  near*tan(DegreesToRad*TopAngle),
  near,far);
glRotated(ViewAngleA, 0.0, 0.0, 1.0);
glRotated(ViewAngleB, 0.0, 1.0, 0.0);
glRotated(ViewAngleC, 1.0, 0.0, 0.0);
glTranslated(Xoffset, Yoffset, Zoffset);
---

Now to do this with an OSG::camera I'm not sure what to do about 
matching up the axis orientation, if anything (the OSG manipulators and 
my models work with +z up, +x easting, +y northing, or is that just wrt 
the modelview matrix and nothing to do with the projection matrix?), use 
preMult, postMult, makeRotate, etc? ...


I have some OSG code that looks like below, but I'm not sure it's doing 
it right (it just mimicks the OGL code with OSG methods):


osg::Matrixd mat;
mat.makeIdentity();
mat.preMult(osg::Matrixd::frustum(
   
near*tan(DEG_TO_RAD*LeftAngle),
   
near*tan(DEG_TO_RAD*RightAngle),
   
near*tan(DEG_TO_RAD*BottomAngle),
   
near*tan(DEG_TO_RAD*TopAngle),

   near,far) );
mat.preMult(osg::Matrixd::rotate(DEG_TO_RAD*ViewAngleA, 0.0, 0.0, 1.0);
mat.preMult(osg::Matrixd::rotate(DEG_TO_RAD*ViewAngleB, 0.0, 1.0, 0.0);
mat.preMult(osg::Matrixd::rotate(DEG_TO_RAD*ViewAngleC, 1.0, 0.0, 0.0);
mat.preMult(osg::Matrixd::translate(Xoffset, Yoffset, Zoffset);
camera-setProjectionMatrix(mat);


Advice/suggestions from anyone more proficient in this would be 
appreciated...


Thanks.

Bob.
--

Robert E. Balfour, Ph.D.
Exec. V.P.  CTO,  BALFOUR Technologies LLC
960 So. Broadway, Suite 108, Hicksville NY 11801
Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
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