[Plib-devel] Rendering really, really large displays
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From: Curtis L. O. <cu...@me...> - 2000-08-16 20:29:52
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I just ran across Brian Paul's little utility library that renders a series of tiles to achieve potentially huge pixel resolution displays. This is good for screen snapshots, not real time rendering ... http://www.mesa3d.org/brianp/TR.html This library requires a call to trFrustum() which is analogous to glFrustum(). Ok, so now is as good a time as any to admit that after many years of ssg use, Steve's master plan is now complete -- my mind is complete mush. I've forgotten the intricacies of setting the modelview matrix vs. the project matrix and all that fun stuff. I've even forgotten if I ever really understood them in the first place. So the question is, has anyone played around with using this library in an ssg application? If I wanted to forge ahead, could I just do something like the following: ssgContext *mycontext = ssgGetCurrentContext(); sgFrustum *myfrustum = mycontext->getFrustum(); /* A */ trFrustum( myfrustum->getLeft(), myfrustum->getRight(), myfrustum->getTop(), myfrustum->getBot(), myfrustum->getNear(), myfrustum->getFar() ); // proceed with the "TR" lib code to render out all the subtiles Does this sound reasonable or do I need to do additional magic at point /* A */ in the above code to get the projection matrix setup correctly? In the ssg.h file, ssgGetCurrentContext() is in a "backwards compatibility" section. Is there a better way now to get the current Frustum matrix? Any thoughts before I go off to waste 2 weeks of my time trying to figure all of this out? Thanks, Curt. -- Curtis Olson Human Factors Research Lab Flight Gear Project Twin Cities cu...@hf... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |