Hello List and Forum, We're developing an application that aims to take the best advantages of "ultra-wide screen", which in our terms is basically using 3 widescreen monitors.
Since our camera is to be of a kind of "first person", I'd like to be able to display a field of view of about 180 degrees. I've been able to achieve that by using something like what's in osgdistortion, which is using a CompositeViewer with the main camera and 3 slave cameras. Now the items that should look "straight" are now "bent" at the 2 viewport junctions. So the 2 options I found were: 1) RTT everything that is in the scene and draw the texture on a distorted polygon (like in osgdistortion) 2) Draw on a quad and use a shader to distort the quad or what's on it. Questions: 1) In both cases I need to draw to a texture. ---> camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_Z); This approach uses 6 faces of a cube map. Is there a way to use only 3 cameras, i.e. tell the camera to draw only on a part of the texture? 2) Would there be a way to tell the viewer to draw on a texture instead of the cameras? 3) Is the shader approach the best or the textured mesh is better? Thanks all; and sorry if I'm not too clear, it's not much clearer to me :P -- Alexandre Vaillancourt
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