Hi Bastien,
we are working on a geometrical distortion and blending framework for OSG, the
first simulator (helicopter simulator, 6 channels, spherical screen) is already
working (see www.osgvisual.org)
there is some work left to do, but once finished we will integrate it into
osgVisual and lat
Hi
If you need model to keep some position relative to camera (like gui elements
or whatever), you can place it under transform with reference frame set to
ABSOLUTE_RF, in this case all nodes under this transform will be positioned in
camera space, This way you dont need to use billboards\care
Hi Sergey,
Thank you for your analysis, I think that the best solution will be to build a
cylindrical mesh and apply my texture on it. We planned to probably add more
screens and apply some modifications on their display like distortions and
blending so I think this is the best way.
It leads m
Hi
Render to texture is just easy to implement and scalable solution... you have
one camera with all scenery that does render to texture and some amount of
cameras which draw parts of that texture to each screen. In this setup you
really dont care much about how many screens you got, as long as
Hi there,
I'm currently working on a project with some friends.
In order to give the best sensations to our future users we decided to render
our application on multiple screens.
The scene is display on the screen via 2 different cameras et some
transformations applied on them.
Now we want to
Hi all,
I know this issue has been discussed a lot.
I just started to play with multiple screen (two screens)
I tried the examples (osgcompositeviewer, osgviewer, osgcamera) with the
different command arguments.
I use osg2.8 have NVIDIA 8800, windows XP and just installed the latest
driv
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