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
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
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
-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
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
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
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
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[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
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
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