From: Josh <axl...@gm...> - 2009-07-11 10:46:18
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Viewports don't do too much. It only loads the frustum matrix into the opengl projection matrix. You can probably stack the Viewports. I don't see any reason why it wouldn't work. I know you can use multiple viewports in one scene (with different child objects). I rarely use matrix stacks in openg I let mercury scene graph tree act like the stack. The only thing I use opengl stacks for are things that run purely in openg that nothing else needs to know about, like occlusion culling in bounding box. Whenever a matrix is sent to opengl, it just overwrites what was there. If you are working on an orthographic view, you should probably focus on the code in Frustum.cpp. Charles Lohr wrote: > I am having difficulty working through how the Viewport works. It looks > as though it doesn't actually deal with any stacks of any kind, and I'm > not sure if I should be emulating any behavior with my orthoport or not. > > Do these things stack? Do they just modify what's after them? > > More specifically, are: > * modelview matrix > * projection matrix > * viewport x/y x/y > Stackable? > > Charles Lohr > > ------------------------------------------------------------------------------ > Enter the BlackBerry Developer Challenge > This is your chance to win up to $100,000 in prizes! For a limited time, > vendors submitting new applications to BlackBerry App World(TM) will have > the opportunity to enter the BlackBerry Developer Challenge. See full prize > details at: http://p.sf.net/sfu/Challenge > _______________________________________________ > Hgengine-devs mailing list > Hge...@li... > https://lists.sourceforge.net/lists/listinfo/hgengine-devs > |