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[3rdParty/maybe OSG general] osgoculusviewer and View matrix


 
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Trajce Nikolov NICK
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PostPosted: Wed Mar 01, 2017 11:24 pm    Post subject:
[3rdParty/maybe OSG general] osgoculusviewer and View matrix
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Hi all,

in my app that is extension of osgoculusviewer I am using the ViewMatrix to compute some shader stuff. In one View (no slaves) setup it works ok, with the slaves it doesn't. Long story and debug, but I nailed it down to the ViewMatrix that is causing me issues.


In my debug of the osgoculusviewer I have changed the left/right RTT cameras to osg::Camera::ABSOLUTE_RF to control my ViewMatrix by myself and simply m_cameraRTTLeft->setViewMatrixAsLookAt(...) is buggy. This RTT camera is slave camera.


Anyone with some help, those who knows this project? The above is enough to reproduce


Cheers and thanks a bunch as always!


Nick


p.s. Bjorn?

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bbjorn
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Joined: 12 Oct 2010
Posts: 186
Location: Linköping, Sweden

PostPosted: Thu Mar 23, 2017 8:28 pm    Post subject:
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Hi Nick,

Sorry, I have missed this message.

I do not really get your issue by the description.

If I understand you correctly you are changing the m_cameraRTTLeft and cameraRTTRight to use osg::Camera::ABSOLUTE_RF instead of osg::Camera::RELATIVE_RF. And this change is causing some issues.

What types of issues are you seeing?

Regards,

Björn
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Trajce Nikolov NICK
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PostPosted: Thu Mar 23, 2017 8:50 pm    Post subject:
[3rdParty/maybe OSG general] osgoculusviewer and View matrix
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Hi Bjorn,

I am all good now ... The issue at the end was not setting the projection matrices properly. This was part of larger app debug where we use your code so I was shooting almost blindly chasing a bug (still haven't figured it out yet) but the bug is (after all debugging in osgoculusviewer) somewhere else. Your code rocks solid ! Smile


Thanks for pinging me though!


Cheers,
Nick


On Thu, Mar 23, 2017 at 9:28 PM, Björn Blissing < (
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Quote:
Hi Nick,

Sorry, I have missed this message.

I do not really get your issue by the description.

If I understand you correctly you are changing the m_cameraRTTLeft and cameraRTTRight to use osg::Camera::ABSOLUTE_RF instead of osg::Camera::RELATIVE_RF. And this change is causing some issues.

What types of issues are you seeing?

Regards,

Björn

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