From: Allen B. <al...@vr...> - 2006-12-14 13:59:20
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Sander de Putter wrote: > Hello everyone, >=20 > We are three students currently working on a project for a virtual=20 > reality CAVE we are installing at our school. Our specific task is to=20 > modify a 3D-engine to enable it to work together with VR Juggler. VR=20 > Juggler is the platform we use for virtual reality application=20 > development. We chose to modify the 3D engine Irrlicht and made it=20 > pretty far, but now we=92ve been stuck on the same problem for several = weeks. >=20 > Irrlicht culls based on only one viewing direction. In our environment=20 > we have four screens, each with a different viewing direction. >=20 > We=92re able to read the correct viewing frustum from VR Juggler for ea= ch=20 > of the four screens. Our only problem is how to get Irrlicht to use tha= t=20 > viewing frustum. >=20 > =20 >=20 > You can find a screenshot of our current result at: > http://home.aim.avans.nl/smjputte/QuakeMapResult.jpg >=20 > Do we need to supply Irrlicht with the correct viewing frustum in the=20 > draw function or do we have to put that in the preFrame function? > We tried preFrame but the application crashes if we do. > Is there a way to get the view matrix from VR Juggler? Irrlicht seems t= o=20 > use this to calculate it's frustum too. >=20 > Also any other advice that might help us with this problem is welcome. I suggest looking at how OpenSGApp and OSGApp work. This provide the=20 interfces to link VRJuggler to the OpenSG and OSG open source=20 scenegraphs. You will probably need to do something similar to how they=20 work. And I would guess that you will end up creating something like an=20 IrrlichtApp class for users to extend for their own applications. At=20 least I hope you do so we can add it to VR Juggler. :) What both of these classes do is: - Create a scenegraph-specific renderer for each view - In draw, setup the renderer with the view information from VR Juggler - Call the renderer's render method that will use this view information=20 to call OpenGL with the appropriate rendering calls. If Irrlicht can not have multiple renderers each with their own view=20 information and therefore their own culling, then things may be more=20 difficult. You would probably need to disable culling completely in this=20 case. Hopefully you will not have to do this though. -Allen >=20 > =20 >=20 > Thanks in advance, >=20 >=20 > Sander de Putter > Rik de Leeuw > Tijs Gobbens >=20 > =20 >=20 > =20 >=20 > For more information about Irrlicht visit: >=20 > http://irrlicht.sourceforge.net/ >=20 >=20 > -----------------------------------------------------------------------= - > Met MSN Spaces kun je per e-mail je weblog bijwerken. Publiceer leuke=20 > verhalen, foto's en meer! Het is gratis! Het is gratis!=20 > <http://clk.atdmt.com/MSN/go/msnnksac0030000001msn/direct/01/?href=3Dht= tp://www.imagine-msn.com/spaces> >=20 >=20 > -----------------------------------------------------------------------= - >=20 > -----------------------------------------------------------------------= -- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share= your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV >=20 >=20 > -----------------------------------------------------------------------= - >=20 > _______________________________________________ > vrjuggler-info mailing list > vrj...@li... > https://lists.sourceforge.net/lists/listinfo/vrjuggler-info |