afaik there are implementation dependent restrictions on viewport size, you may
hitting those limits
16.03.2012, 19:14, Doug Domke doug.do...@boeing.com:
UGH! I just found that I was mistaken about the video growing properly
without the stencil. It actually doesn't. Once its viewport
Clearing the modelview and projection matrices helped a great deal. Thanks
hybr! It now works as intended ... up to a point that is difficult to explain.
I get the digital zoom effect until about 13x. At that point, the video
suddenly starts translating instead of zooming. And instead of
UGH! I just found that I was mistaken about the video growing properly without
the stencil. It actually doesn't. Once its viewport exceeds a certain size,
it no longer renders as expected. I think I've come as far as I can here.
Thanks anyway.
Doug
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Hi,
We have an OSG-based application that uses a 3rd party library to draw video.
We want my application to perform a digital zoom on this video. Given the
API to this library, we wrote an OSG node with a draw callback that calculates
the viewport for the video to draw in, and lets the
Hi
Are you sure your quad not being rejected by depth test? Also as it being drawn
with fixed finction, modelview and projection matrices set by osg for opengl
state are affecting your quad drawing.
So easy\dirty way is to attach shader which calc vertex position without using
Hi Doug,
How exactly is this library drawing the video? Is it feeding the video data
into a texture, and applying that texture onto a simple quad? If so, it
seems like the best approach would be to use the osg::TexMat class to
transform the texture coordinates of the quad to simulate a zooming in
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