Re: [osg-users] post-rendering warping and off-axis projection

2012-08-21 Thread Torben Dannhauer
Hi Shayne, On the distortion correction, is there really any need for pixel level distortion? That would seem very expensive. I would think that textureCoodinate distortion is more than sufficient with a reasonable mesh resolution. I haven't seen the need for pixel level distortion in a

Re: [osg-users] post-rendering warping and off-axis projection

2012-08-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Tuesday, August 21, 2012 4:15 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] post-rendering warping and off-axis projection Hi

Re: [osg-users] post-rendering warping and off-axis projection

2012-08-20 Thread Torben Dannhauer
Hi, you can also have a look at osgvisual.org, we are currently working on a new distortion framework w'll submit once it is finished. We have already a 6 channel helicopter simulator with a specrical screen working with that software, only the manual setup via mouse is not working yet. Here

Re: [osg-users] post-rendering warping and off-axis projection

2012-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Monday, August 20, 2012 1:15 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] post-rendering warping and off-axis projection Hi, you can also have a look

Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Sebastian Messerschmidt
Hello Ruigang, Check the osgdistortion example. IIRC, the example uses a RTT-Camera and displays a subdivided (and properly distorted) mesh and maps the RTT-result on it. For the off-axis projection I think you can either set up the projection matrices on your own, or use the viewers

Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Sergey Polischuk
Hi For glFrustum-like projection : osg::Camera::setProjectionMatrixAsFrustum(...), or you can create matrix with osg::Matrix::frustum(...) and use this Cheers 02.08.2012, 00:52, Ruigang Yang ruigangy...@hotmail.com: Hi, I am in the process of converting an OpenGL-based multi-channel program

Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Ruigang Yang
Thank you all for the quick reply. I also studied quite bit recently. The RTT camera is exactly what I need. In the OSG cookbook, there is a powerwall exsample. The use of slave-camea can make off-axis projection easier to set. Thank you! Cheers, Mark -- Read this topic

Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ruigang Yang Sent: Friday, August 17, 2012 9:03 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] post-rendering warping and off-axis projection Thank you all for the quick reply. I also studied quite bit

[osg-users] post-rendering warping and off-axis projection

2012-08-16 Thread Ruigang Yang
Hi, I am in the process of converting an OpenGL-based multi-channel program to OSG. It is designed for a multi-projector environment. Could someone provide some hints as how to implement a 2D warping of the rendered image? It has to be efficient since it needs to be done for every frame. Is