[osg-users] Off-axis frustum with RTT
I have a multi-projector setup that is currently using RTT cameras (ala osgdistortion), but the client now wants to add asymmetric frustums. My setup has N slave cameras, each with a nested camera(s) [very similar to createDistortionSubgraph]. Each slave is offset M degrees from its neighbor (we have cylindrical displays). The RTT cameras are using a RELATIVE_RF setup (If this is all unclear, I can post the appropriate snippets). So, the question is where to set the frustum (using setProjectionMatrixAsFrustum)? I thought that setting the slave projection matrix would work. Wrong. Bashing the RTT camera’s matrix works in that it does something, but it’s wrong because of the relative_rf setting. It sort of works if I bash the slave’s projection offset matrix, but I have to multiply by the current camera’s projection matrix inverse to get reasonable results. Ideas? Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::CullSettings::ClampProjectionMatrixCallback
Hi Community, Any insights how this works? I have inherited from this class and tried to set my computation of the znear/zfar but it seam it is not called. The code is like this: class MyClass : public osg::CullSettings::ClampProjectionMatrixCallback { ... bool clampProjectionMatrixImplementation(osg::Matrixf projection, double znear, double zfar) const { znear = 1.0; zfar = 1000; return true; } // same for the double implementation then this callback is attached to the main camera, but it is not called ever Any clue? Thanks a bunch Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::CullSettings::ClampProjectionMatrixCallback
Hi Nick, The callback is only called when you have enable the compute near far mode. I don't recall the details off the top of my head, but I'd guess if you have slave Camera's in action you'll need to attach to the Slave Camera. Robert. On 11 February 2014 17:56, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, Any insights how this works? I have inherited from this class and tried to set my computation of the znear/zfar but it seam it is not called. The code is like this: class MyClass : public osg::CullSettings::ClampProjectionMatrixCallback { ... bool clampProjectionMatrixImplementation(osg::Matrixf projection, double znear, double zfar) const { znear = 1.0; zfar = 1000; return true; } // same for the double implementation then this callback is attached to the main camera, but it is not called ever Any clue? Thanks a bunch Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::CullSettings::ClampProjectionMatrixCallback
yeah, I have set setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); for the camera. Removing it did the work. Thanks for the hint Robert Nick On Tue, Feb 11, 2014 at 9:02 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, The callback is only called when you have enable the compute near far mode. I don't recall the details off the top of my head, but I'd guess if you have slave Camera's in action you'll need to attach to the Slave Camera. Robert. On 11 February 2014 17:56, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, Any insights how this works? I have inherited from this class and tried to set my computation of the znear/zfar but it seam it is not called. The code is like this: class MyClass : public osg::CullSettings::ClampProjectionMatrixCallback { ... bool clampProjectionMatrixImplementation(osg::Matrixf projection, double znear, double zfar) const { znear = 1.0; zfar = 1000; return true; } // same for the double implementation then this callback is attached to the main camera, but it is not called ever Any clue? Thanks a bunch Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] dependencies, who built them?
Here, directly from the home page, click download/dependencies: http://www.openscenegraph.org/index.php/download-section/dependencies The first link on that page... Now, I have some good news: I was able to build Collda DOM: I skipped all of the cmake stuff and just poured all cpp files into a new visual studio project instead. As the names of the DOM directory files for 1.4 and 1.5 conflict I selected just the 1.4 ones. Then as the missing include files flowed in I added include directories from the 3RDPARTY directory I downloaded. It all came together just fine, except that I had to download PCRE (it beats me why a collada parser needs regexes but anyway). Apart from this I had to rename the prebuilt dysfunctional collada directory in the 3rdparty directory, I think that's about it. This means that even though collada DOM comes with a set of super old prebuilt dependencies it is actually not relying on those specific versions. To get it all together I had to define two symbols: COLLADA_DOM_SUPPORT141 and DOM_INCLUDE_LIBXML So far however, I have only used colladaDOM in itself directly from my code, I have not tried to compile the DAE plugin for OSG towards it yet. The colladaDOM version I downloaded is 2.4, the newest one, and it has the possiblity to support both collada 1.4 and 1.5 in the same application. So far I have only compiled 1.4, but ideally I guess that OSG plugin should support both. I think this will be a lot of work however, if it has not already been done. -- Bengt Gustafsson CEO, Beamways AB Westmansgatan 37A 582 16 Linköping, Sweden +46 13 465 10 85 www.beamways.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dependencies, who built them?
On Tue, Feb 11, 2014 at 1:29 PM, Bengt Gustafsson bengt.gustafs...@beamways.com wrote: Here, directly from the home page, click download/dependencies: http://www.openscenegraph.org/index.php/download-section/dependencies The first link on that page... I assume you mean http://www.osgvisual.org/public_download/3rdParty_VS2013_v120_x86_x64_V9_small.7z Those are Torben Dannhauer's thirdparty binaries. You'll probably have to chat with him. This means that even though collada DOM comes with a set of super old prebuilt dependencies it is actually not relying on those specific versions. I'm not 100% certain, but if I recall, the reason it includes those is that it doesn't work properly with newer ones. It might compile, but I'm told it is incompatible. If you have evidence otherwise, I'd love to hear it. Those included libraries were a major hassle for us. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training * Consulting * Contracting 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org