On 5/28/07, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote:
I also though about using node mask. But also noticed that after some redesign we could probably allocate and free slave camera when needed instead of disable/enable.
Using NodeMasks is lighter weight, it doesn't require any reconfiguration of the viewer, while adding and removing cameras requires threading to be stopped and all the rendering backends to be rebuilt.
We will slowly steer to complete removal of Elumens SPI. But at the moment our customer uses spherical projection in its full range of use and wants all its flexibility. We have to support configs that use 3 quads (like osgDistartion) but also specific narrow 2 and 3 overlaping channels with high def channel inserts with projector lens and observer positions moved outside dome center. This brings some level of complexity in projection maths that we want to avoid for now.
It should be possible to handle multiple overlapping channels, it'll take a little more setup - another camera or two, and some tweaking of the colours to get the blending right. I believe the code in osgdistortion already has maths for handling an eye position offset from the center. Its experimental though... Robert. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
