Test
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Hi Igor,
Yes, just found out the view matrix was wrong and the image was black because
the camera was inside some object or something, and i first thought i am
reading from a wrong buffer.
Glad to know you found the problem.
Sorry guys for bothering you with such simple stuff.
It's not b
Skylark wrote:
>
> Most likely your view matrix calculation has an error.
>
Yes, just found out the view matrix was wrong and the image was black because
the camera was inside some object or something, and i first thought i am
reading from a wrong buffer.
Sorry guys for bothering you with s
Hello Igor,
So, at each frame the camera's matrix is overwritten by a new matrix which is
taken from MatrixManipulator.
In the past few hours two people on this list told you that if you
wanted to use your own view matrix you needed to set no camera
manipulator... (Paul Martz and Mourad Bou
just found where the problem is:
Viewer.cpp, line 1023: inside viewer.updateTraversals
if (_cameraManipulator.valid())
{
setFusionDistance( getCameraManipulator()->getFusionDistanceMode(),
getCameraManipulator()->getFusionDistanceValue() );
_came
Hi Igor,
> But i still can't set up the position and rotation of the viewer's camera.
>
>
> this->_viewer.getCamera()->setReferenceFrame(::osg::Transform::ABSOLUTE_RF);
> this->_viewer.getCamera()->setViewMatrix(::osg::Matrix::translate(0.5, 0.3,
> 0.1));
>
> this does nothing.
>
> My guess is be
Greetings!
Just in case or just for grins, I found this page on simulating Depth of Field:
http://screamyguy.net/DepthOfField/index.htm
as far as focal length, there is many calculations that you can use for OpenGL
- check out some of the gaming jernals!
That's my two cents worth! I think all
On 12/9/2010 9:35 AM, Igor Galochkin wrote:
Thanks for help!
I am setting the focal lense x and y with the following calls now and it seems
to work fine:
double fovy = 2 * atan(this->_height / 2.0 / dFocalLengthY);
double aspectRatio = this->_nWidth / this->_nHeight * dFocalLengthY /
dFocalL
Thanks for help!
I am setting the focal lense x and y with the following calls now and it seems
to work fine:
double fovy = 2 * atan(this->_height / 2.0 / dFocalLengthY);
double aspectRatio = this->_nWidth / this->_nHeight * dFocalLengthY /
dFocalLengthX;
double zNear = 0.1, zFar = 100.0;
_vi
Hi Igor
On Thu, Dec 9, 2010 at 11:03 AM, Igor Galochkin wrote:
> Under Focal length I mean the distance from the camera's lens to it's focus.
> This distance can be different for x and y, for example, if the camera's lens
> is oval in shape.
>
> I have to write a function which receives, among
Hi Igor,
Take a look at this website :
http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html
you can find how to compute the projection matrix parameters of an opengl
camera (fovy and aspect ratio) out of a real camera intrinsic parameters
(focal lengths and focal point).
Mour
[quote="robertosfield"]HI Igor,
an osg::Camera
nor GL camera don't have a concept of a focal length.
[quote]
Under Focal length I mean the distance from the camera's lens to it's focus.
This distance can be different for x and y, for example, if the camera's lens
is oval in shape.
I have to
HI Igor,
I believe you are getting your terms mixed up. Focal length is not
something that varies for X and Y axis of camera, and an osg::Camera
no GL camera don't have a concept of a focal length. If you are doing
depth of field rendering technique then field of view would be
relevant, but it r
Hi,
Just to understand how setProjectionMatrix works, say, I need to set X-Focal
length of viewer's camera to 1000 and Y-Focal length to 600.
Also i need the Camera to be translated by x by 0.5 to the right and y by 0.7
down.
What matrix m should i pass to viewer.getCamera()->setProjection(m) t
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