Julian Looser wrote:
> Hi Ulrich,
>> (The model and lightsource are a shared graph, right?)
> Yes, that's right.
>> With regards to the different lighting, how is your model
>> tessellated? If it's coarsely tessellated and/or you're using face
>> normals then the lighting calculation might only be
Hi Ulrich,
(The model and lightsource are a shared graph, right?)
Yes, that's right.
With regards to the different lighting, how is your model
tessellated? If it's coarsely tessellated and/or you're using face
normals then the lighting calculation might only be done on the corner
vertices an
00
> From: Julian Looser
> Subject: [osg-users] Consistent lighting across different cameras
> To: OpenSceneGraph Users
> Message-ID: <4a517d5a.5060...@roarmot.co.nz>
> Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"
>
> Hi,
>
>
Julian Looser wrote:
Hi,
I am using OSG in a multi-wall stereo rendering environment. We have
three walls, and we render both a left and right eye view for each
wall. To do this, in my application I create six osg::Cameras and
update their projection and view matrices each frame based on
hea
Hi Simon,
Thanks for the promising link, but I don't think I'm misusing the
projection matrix. I calculate the left, right, top and bottom values
and set the projection matrix via osg::Camera's
setProjectionMatrixAsFrustum. The view matrix is set with
setViewMatrixAsLookAt using the head-trac
Hi Julian,
On 6/7/09 6:28 AM, Julian Looser wrote:
root
-- camera (mv & proj for left wall)
--- model
--- lightsource
-- camera (mv & proj for center wall)
--- model
--- lightsource
-- camera (mv & proj for right wall)
--- model
--- lightsource
Am I putting my lightsource in the wrong place in
Just a quick guess, but are you putting rotation into your left &
right projection matrices?
If so that's what's mucking up your lighting:
http://sjbaker.org/steve/omniv/projection_abuse.html
2009/7/6 Julian Looser :
> Hi,
>
> I am using OSG in a multi-wall stereo rendering environment. We have t
Hi,
I am using OSG in a multi-wall stereo rendering environment. We have
three walls, and we render both a left and right eye view for each wall.
To do this, in my application I create six osg::Cameras and update their
projection and view matrices each frame based on head-tracking. I add
the
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