Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-06-13 Thread Drew
Yes, I think I was successful in adding support for asymmetric view frustums. It's a bit of a hack to get there, but the way I have set it up I think is slightly more intuitive than just passing l, r, t, b, n, f parameters to the glFrustum() function. . . .

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-06-13 Thread Drew
Ok, I figured out what's wrong. I'm trying to set the right properties, but those properties don't exist. I know this is a newbie question, but what's the procedure for creating and initializing a property node? I tried defining it in preferences.xml, but that just gave an error. Thanks, Drew

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread Erik Hofman
Jorge Van Hemelryck wrote: Curt, Have you been successful in implementing your asymmetric frustum hack ? It might be a good idea to add it to the official FlightGear code. It is one of the features that might fill in the gap between amateur flight simulation and a professional product. It might

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread Curtis L. Olson
Jorge Van Hemelryck wrote: Have you been successful in implementing your asymmetric frustum hack ? It might be a good idea to add it to the official FlightGear code. It is one of the features that might fill in the gap between amateur flight simulation and a professional product. It might even be

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread John Wojnaroski
Jorge Van Hemelryck wrote: Have you been successful in implementing your asymmetric frustum hack ? It might be a good idea to add it to the official FlightGear code. It is one of the features that might fill in the gap between amateur flight simulation and a professional product. It might

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread Curtis L. Olson
John Wojnaroski wrote: Yes, I think I was successful in adding support for asymmetric view frustums. It's a bit of a hack to get there, but the way I have set it up I think is slightly more intuitive than just passing l, r, t, b, n, f parameters to the glFrustum() function. For my specific need I

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread John Wojnaroski
I should say though that most people will just want to point their displays perpendicular to the viewer and use a more standard/straightforward symetric view frustums. I had to do asymmetric view frustums for a particular project with specialized needs. We ended up with a combination of

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread Curtis L. Olson
John Wojnaroski wrote: Sounds kind of like the problem I'm facing with the left seat/right seat view perspective in the 747 simulator. Short of a fully collimated projection(s) and optics to handle a curved, wrap-around screen any solution will be a compromise. Yes, any time you want to make the

RE: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread Miles Gazic
:[EMAIL PROTECTED] On Behalf Of John Wojnaroski Sent: Friday, March 04, 2005 3:51 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Camera/FOV/View Frustum question. I should say though that most people will just want to point their displays perpendicular to the viewer

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread Manuel Massing
Hi, If you want to project an image from a single projector onto a curved wrap-around screen, could you just use a normal projector, and add a fish-eye lens of some sort? Something like a glass cylinder cut in half vertically, with the flat part facing the projector, and the curved part

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-03 Thread Jorge Van Hemelryck
Curt, Have you been successful in implementing your asymmetric frustum hack ? It might be a good idea to add it to the official FlightGear code. It is one of the features that might fill in the gap between amateur flight simulation and a professional product. It might even be useful to have any

RE: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-25 Thread Giles Robertson
world seen through extreme overzoom (i.e. you only get a tiny, itsy, bitty bit of the outside world expanded to fill the screen.) This isn't the same problem - and won't help you - but does anyone else see visual corruption when loading up view 0 for the first time, that clears when you reset

RE: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-25 Thread Norman Vine
Curtis L. Olson writes: First let me explain what I need to do. I need to configure an asymmetric view frustum. .. For what it's worth, I think the same issue is happening with the TR tiled rendering routines that generate the ultra-highres tiled screen shots ... that code

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-25 Thread Manuel Massing
Hello Curtis, First let me explain what I need to do. I need to configure an asymmetric view frustum. I need to place 3 monitors next to each other, aligned along a flat plane. The view drawn in each monitor needs to be projected on that same flat plane. I cannot just set a view offset

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-25 Thread Manuel Massing
Hello again, sorry, I didn't read your whole mail, so my response was probablly not relevant to your problem. Going back to my original query. My little experiment to pan the view frustum side to side using this technique worked great in all the external views, but totally screwed up the

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-24 Thread Jim Wilson
From: Curtis L. Olson Sent: Thursday, 24. Feb 2005 23:37 -0500 To: FlightGear developers discussions Ok it's too late for me to be a lot of help right now. A couple of things. 1) Does everything work ok in other lookfrom views (where the camera rotates from a viewpoint). The second tower