out any
> trouble or additional "smoothing".
>
>
>
> *Matthew W. Fuesz*
>
> Software Engineer Asc.
>
> Lockheed Martin STS
>
> 1210 Massillon Road
>
> Akron, OH 44315
>
> [EMAIL PROTECTED]
>
>
> ----------
>
> *F
half 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 that represent my
virtual camera, and whose attitude is set by HMD's data a
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.
>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 inter
[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, pit
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 fram
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 w
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