Hey Steven,

Your magnification is modifying the FOV of the view frustum, and thus is best 
understood as an angular magnification. This statement: 

atan(_left  /_nearClip) /_magnification

takes the left half of your horizontal field of view and scales it by your 
magnification value. Keep in mind, the actual value of your _magnification 
variable may not directly correspond to a proper angular magnification value 
(more detail here: 
http://en.wikipedia.org/wiki/Magnification#Magnification_as_a_number_.28optical_magnification.29
 ).

These pages may help too: 
https://forums.epicgames.com/threads/811228-Avoiding-FOV-for-doing-ZOOM
http://en.wikipedia.org/wiki/Perspective_distortion_(photography)


Alex
-----Original Message-----
From: osg-users [mailto:[email protected]] On Behalf 
Of Steven Powers
Sent: Thursday, May 22, 2014 1:22 PM
To: [email protected]
Subject: [osg-users] Angular magnification

Currently I am simulating magnification by manipulating the projection matrix 
like this:



Code:
        left   = nearClip * tan(atan(_left  /_nearClip)/_magnification);
        right  = nearClip * tan(atan(_right /_nearClip)/_magnification);
        top    = nearClip * tan(atan(_top   /_nearClip)/_magnification);
        bottom = nearClip * tan(atan(_bottom/_nearClip)/_magnification);

        
_camera->setProjectionMatrixAsFrustum(left,right,bottom,top,nearClip,farClip);





I've been posed a question as to whether this method of magnification is 
angular or linear. Does anyone know the answer to this question?

Cheers,
Steven

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59535#59535





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