I'm integrating a head mounted display (HMD) in my OSG application, the
HMD's APIs give me Euler's angles (yaw, pitch and roll) and I use them to
adjust my scene's camera view using an update callback.
But I noticed that, changing camera view from frame to frame, results in
jerky movements, even
Hi Alessandro,
alessandro terenzi schrieb:
I'm integrating a head mounted display (HMD) in my OSG application, the
HMD's APIs give me Euler's angles (yaw, pitch and roll) and I use them to
adjust my scene's camera view using an update callback.
But I noticed that, changing camera view from
]
Sent by: [EMAIL PROTECTED]
Date: 09/30/2008 12:25PM
Subject: Re: [osg-users] Smoothing camera movements from HMD's input.
Hi Alessandro,
alessandro terenzi schrieb:
I'm integrating a head mounted display (HMD) in my OSG application, the
HMD's APIs give me Euler's angles (yaw, pitch and roll
In order to solve this problem, I was thinking about creating an animation
path (on the fly) from a previously stored orientation to current head
orientation. Is this the correct way to proceed? Or there is some other
technique to smooth the resulting camera movements?
osg::AnimationPath
Yes, indeed I have a PositionAttitudeTransform node that represent my
virtual camera, and whose attitude is set by HMD's data and later used to
set the camera's view matrix just before calling viewer.frame().
So I thuoght to 'animate' the attitude instead of just setting values from
HMD' tracker.
, 2008 1:53 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Smoothing camera movements from HMD's input
Yes, indeed I have a PositionAttitudeTransform node that represent my
virtual camera, and whose attitude is set by HMD's data and later used
to set the camera's view matrix just before
]
--
*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *alessandro
terenzi
*Sent:* Tuesday, September 30, 2008 1:53 PM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] Smoothing camera movements from HMD's input
Yes, indeed I have a PositionAttitudeTransform node
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