Re: [osg-users] osgviewer stereo bug
I've started looking at code, but have no familiarity with this codebase, and time is very limited. I was wondering if someone code offer assistance on code, as in what functions to look at. I was looking at osgGA src, and found Animation path code, and in osgViewer/ViewerEventHandlers.cpp the part where it switches to animation path camera, but I'm not sure where to look to start playing around with code, since I don't know how it works yet. Just looking for additional details that help me get started on problem. Thanks. Hi Christopher, I think the problem is that fusion distance is not being calculated. Most of the manipulators calculate fusion distance using an intersection test or distance to the center of the bounding sphere of the specified node. Probably the camera manipulator to handle animations is not updating the fusiondistance so the eye separation is incorrect. A workaround could be set an EventCallback inside the root node and inside the FRAME event calculate properly the fusion distance. In an EventCallback you have the node, the Viewer and probalby all you need to compute it correctly. You can approach the fusion distance using simply a distance to the center of the bounding sphere of the node or if you want a more accurate eye separation (for example for terrains) you can calculate a test intersection. Hope this helps, Rafa. On Tue, Jul 7, 2009 at 4:19 PM, Christopher Mirecnm3...@gmail.com wrote: Hello, I have encountered this bug where stereo rendering is messed up when using saved animation path file. ?This bug causes the separation between left and right eye images to be way off, messing up stereo effect. ? Upon initial loading of model, the images are not proper, but only when using the -p ?flag with animation file. ?Without using -p option, the rendering is fine. ?I am using an OBJ file, and have duplicated this bug with OSG version 2.8.0 from fedora 11 repository, as well as 2.8.2-r2 and svn head as 7-6-2009. ?I have duplicated bug when default stereo mode, as well as QUAD_BUFFER. Since two images are off on initial loading, I'm guessing its some initialization issue, I suppose with camera. ? The two images move in sync as camera is rotated and translated, but since they are off initially, stereo effect just doesn't work. ?It looks like the eye separation is just really huge, maybe like 10x more than it should be or something. ?Please advise on further steps to resolve this issue. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgviewer stereo bug
Hello, I have encountered this bug where stereo rendering is messed up when using saved animation path file. This bug causes the separation between left and right eye images to be way off, messing up stereo effect. Upon initial loading of model, the images are not proper, but only when using the -p flag with animation file. Without using -p option, the rendering is fine. I am using an OBJ file, and have duplicated this bug with OSG version 2.8.0 from fedora 11 repository, as well as 2.8.2-r2 and svn head as 7-6-2009. I have duplicated bug when default stereo mode, as well as QUAD_BUFFER. Since two images are off on initial loading, I'm guessing its some initialization issue, I suppose with camera. The two images move in sync as camera is rotated and translated, but since they are off initially, stereo effect just doesn't work. It looks like the eye separation is just really huge, maybe like 10x more than it should be or something. Please advise on further steps to resolve this issue. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer stereo bug
Hi Christopher, I think the problem is that fusion distance is not being calculated. Most of the manipulators calculate fusion distance using an intersection test or distance to the center of the bounding sphere of the specified node. Probably the camera manipulator to handle animations is not updating the fusiondistance so the eye separation is incorrect. A workaround could be set an EventCallback inside the root node and inside the FRAME event calculate properly the fusion distance. In an EventCallback you have the node, the Viewer and probalby all you need to compute it correctly. You can approach the fusion distance using simply a distance to the center of the bounding sphere of the node or if you want a more accurate eye separation (for example for terrains) you can calculate a test intersection. Hope this helps, Rafa. On Tue, Jul 7, 2009 at 4:19 PM, Christopher Mirecnm3...@gmail.com wrote: Hello, I have encountered this bug where stereo rendering is messed up when using saved animation path file. This bug causes the separation between left and right eye images to be way off, messing up stereo effect. Upon initial loading of model, the images are not proper, but only when using the -p flag with animation file. Without using -p option, the rendering is fine. I am using an OBJ file, and have duplicated this bug with OSG version 2.8.0 from fedora 11 repository, as well as 2.8.2-r2 and svn head as 7-6-2009. I have duplicated bug when default stereo mode, as well as QUAD_BUFFER. Since two images are off on initial loading, I'm guessing its some initialization issue, I suppose with camera. The two images move in sync as camera is rotated and translated, but since they are off initially, stereo effect just doesn't work. It looks like the eye separation is just really huge, maybe like 10x more than it should be or something. Please advise on further steps to resolve this issue. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org