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
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
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