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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0000690||[Croquet] Jasmine||feature||always||12-17-04 18:50||12-17-04 18:50|
|Summary||0000690: [ENH] Off-axis screen/frustum support for TCamera|
This allows TCamera to support asymmetric frusta - that is, the camera can be off-center from the virtual 'screen'. This is useful, for example, for creating a 'tiled display' with croquet, where one screen/machine is rendering the left half of the scene and the other the right. Or, for creating two images of a scene corresponding to two eyes of a viewer (stereographic).
Implementation is via adding the 'zRect' instance variable to TCamera; this is an instance of Rectangle giving the corners of the rectangle corresponding to the glFrustum:'s left, right, bottom, & top.
Note that the meaning of 'zScreen' is changed, since the Rectangle can have any coordinates and need no longer match the pixel-unit values given by bounds:. For more information see pixelPointTo3D: and TUserCamera->calcPointerTransform:.
(it is named 'zRect' for association with zNear, zFar, zScreen. This name can also be thought of as referring to a rectangle with a normal of +Z=(0,0,1), which is the normal OpenGL model for a screen)
Picking and frustum-clipping should work properly, though overlays are not modified (this may be addressed later).
UserCamera->keyStroke was modified to allow Ctrl-Z to toggle an alternate, off-center frustum (for testing).
This will be part of a series of updates in the coming month which allow tiled/stereo/head-tracked rendering with Croquet. I've tried to separate this into various updates, but please let me know if there is any code that seems out of place.
Disclaimer: I have used this heavily for a few weeks now, but of course there still may be bugs... :)
|Attached Files||Off-Axis-TCamera.3.cs [^] (14,245 bytes) 12-17-04 18:50|
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|12-17-04 18:50||dbfaken||New Issue|
|12-17-04 18:50||dbfaken||File Added: Off-Axis-TCamera.3.cs|
|12-21-04 17:20||dbfaken||Issue Monitored: dbfaken|
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