Re: [osg-users] seamless perspectives with multiple (rotated/translated) osgViewer slaves

2007-10-19 Thread Robert Osfield
Hi Mike, I'd recommend setting the master camera's projection matrix so it fills one side of the cube, then have the slave cameras just rotate from this. Have a look at how the View::setUpViewFor3DSphericalDisplay method is set up. You won't need use render to texture of course or the final

[osg-users] seamless perspectives with multiple (rotated/translated) osgViewer slaves

2007-10-19 Thread Mike Wozniewski
Hi All, I'm struggling to understand how to properly offset a slave in osgViewer, and still have the perspectives line up for tiled and CAVE-like displays. For example, I have one OSG window to render the left corner of a CAVE. The window has 2 cameras: The left camera has a viewport that