Comments embedded below.
>Date: Sun, 12 Sep 1999 03:04:11 -0700
>From: Jon Barrilleaux <[EMAIL PROTECTED]>
>Subject: [JAVA3D] view model (by trial and error)
>To: [EMAIL PROTECTED]
>Can anyone confirm or deny the following empirical evidence, or answer
>the questions:
>
>1) Setting the physical body eye position only affects the horizontal
>placement of the view origin in the display. The vertical placement
>is ALWAYS centered in the display vertically.
In RELATIVE_TO_FIELD_OF_VIEW and RELATIVE_TO_WINDOW, the X and Y eye
position is always centered on the window. The X coordinate of the
physical body eye position is used only for stereo separation in this
mode. In RELATIVE_TO_SCREEN mode, both the X and Y position are taken
from the manual left and right eye position in the Canvas.
>2) Out of curiosity, is 1) because only NOMINAL_SCREEN is implemented
>for setCoexistenceCenterInPworldPolicy()? If NOMINAL_HEAD were
>impleneted for it then could eye position shift the view in the
>display vertically and horizontally?
No.
>4) Since what most of this is about is trying to offset the view
>relative to the display window, one would think that setting the
>window eyepoint policy to RELATIVE_TO_WINDOW and then manually setting
>the eye position in the image plate would do it. Unfortunately, the
>RELATIVE_TO_WINDOW policy ALWAYS centers the canvas eye in the window
>and only uses the eye position Z value. Is there some particular
>reason for this seemingly arbitrary limitation? Wouldn't it make
>sense to also use the X and Y eye position?
Using RELATIVE_TO_SCREEN should do what you want. Btw, we have
considered adding a variant of RELATIVE_TO_WINDOW that isn't centered
in X and Y--similar to RELATIVE_TO_SCREEN, but with the manual X and Y
eye position being relative to the lower left corner of the window
rather than the screen.
--
Kevin Rushforth
Java 3D Team
Sun Microsystems
[EMAIL PROTECTED]
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