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		<item>
			<title>Matrix math</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4241&amp;goto=newpost</link>
			<pubDate>Tue, 15 May 2012 18:26:43 GMT</pubDate>
			<description>Hello, 
I am trying to do a simple Cyclic Coordinate Descent algorithm, and need to be able to do repeated transformations on points, preferably in...</description>
			<content:encoded><![CDATA[<div>Hello,<br />
I am trying to do a simple Cyclic Coordinate Descent algorithm, and need to be able to do repeated transformations on points, preferably in memory.  I looked at vizmat, and it seems like it didn't have all the tools I needed to do this (I may be wrong - there is very little documentation, and I may have missed things in perusing the code).<br />
<br />
So, is there a good way to do matrix math in Vizard, and if not, is there a way to use the numpy or scipy package?<br />
<br />
Thanks,<br />
Christian</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>Enlil</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4241</guid>
		</item>
		<item>
			<title>winviz.exe has stopped working</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4240&amp;goto=newpost</link>
			<pubDate>Tue, 15 May 2012 13:58:30 GMT</pubDate>
			<description><![CDATA[Hi 
 
We are having a problem on one machine which has a Quadro fx 1500  
 
It works OK when we don't have Stereo enabled in the Nvidia control panel...]]></description>
			<content:encoded><![CDATA[<div>Hi<br />
<br />
We are having a problem on one machine which has a Quadro fx 1500 <br />
<br />
It works OK when we don't have Stereo enabled in the Nvidia control panel .<br />
<br />
When we turn it on we get winviz.exe has stopped working<br />
<br />
Faulting application name: winviz.exe, <br />
version: 0.0.0.0, <br />
time stamp: 0x4ed66274<br />
Faulting module name: nvoglv32.DLL, <br />
version: 8.17.12.9670, <br />
time stamp: 0x4f9a5b4c<br />
Exception code: 0xc0000005<br />
<br />
We have tried reinstalling the graphics drivers, but with no success<br />
<br />
Thanks</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>TarkaDahl</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4240</guid>
		</item>
		<item>
			<title>TexQuad (viz.screen) and alpha issues</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4239&amp;goto=newpost</link>
			<pubDate>Mon, 14 May 2012 17:45:17 GMT</pubDate>
			<description><![CDATA[Hi! 
 
I'm trying to use two TexQuad (on viz.screen) textures one over another. 
 
The 1st image (the background) is a png with 0.25 of alpha value...]]></description>
			<content:encoded><![CDATA[<div>Hi!<br />
<br />
I'm trying to use two TexQuad (on viz.screen) textures one over another.<br />
<br />
The 1st image (the background) is a png with 0.25 of alpha value (this alpha value was added to the image in photoshop).<br />
<br />
The 2nd image is another png and is 100% opaque.<br />
<br />
Somehow, the background image is affecting the 2nd's image color, just as it is on top of my 2nd image.<br />
<br />
How can I prevent the opaque image from being affected by the alpha one?<br />
<br />
Best regars,<br />
<br />
Alex.</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>kovitch</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4239</guid>
		</item>
		<item>
			<title>Problem rendering on-the-fly objects</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4238&amp;goto=newpost</link>
			<pubDate>Mon, 14 May 2012 16:38:25 GMT</pubDate>
			<description><![CDATA[Hi, 
 
I'm experiencing strange effects when adding on-the-fly models to a scene using the vizshape module. When adding cylinders for example, the...]]></description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
I'm experiencing strange effects when adding on-the-fly models to a scene using the vizshape module. When adding cylinders for example, the top and bottom of the cylinders are not closed, exposing various surfaces inside the cylinder and the reverse side of the cylinder can be seen through (see attachment). When creating a sphere, the result is a flat (2D) version of the sphere.<br />
<br />
The described effects occur whenever such on-the-fly objects are added - e.g. when running the code from the tutorials. Other simulations run fine, such as the first tutorial showing the town square, plant models, avatars etc. Other OpenGL applications using 3D primitives seem to work fine, too. The problem occurs on a Lenovo Thinkpad R500 (which has a Mobile Intel 4 Express graphics card). Display drivers are up-to-date. My script runs fine on a second machine.<br />
<br />
I'm not familiar with OpenGL, so I have no idea what could be causing these effects. What might be the problem here?<br />
<br />
Thanks,<br />
Yannick</div>


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			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>yth</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4238</guid>
		</item>
		<item>
			<title>Slider Assistance</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4237&amp;goto=newpost</link>
			<pubDate>Mon, 14 May 2012 12:17:31 GMT</pubDate>
			<description><![CDATA[Hi All, 
 
I'm currently working on incorporating a slider into my work. 
 
A few questions... 
 
1)  Is there a way of labelling different areas of...]]></description>
			<content:encoded><![CDATA[<div>Hi All,<br />
<br />
I'm currently working on incorporating a slider into my work.<br />
<br />
A few questions...<br />
<br />
1)  Is there a way of labelling different areas of the slider for the user?  I have already specified the different intervals in the code.<br />
<br />
2)  Is there a way of outputing the slider value from the code?  So in trial 1 for instance, where did the user move the slider to when prompted.<br />
<br />
Thanks</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=16">Vizard 3.0</category>
			<dc:creator>new_horizon</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4237</guid>
		</item>
		<item>
			<title>SketchUp Walls</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4232&amp;goto=newpost</link>
			<pubDate>Thu, 10 May 2012 15:03:36 GMT</pubDate>
			<description>Hi, I am new to Vizard and have what is probably a very simple question to ask. I would like to know how I can make it so that my SketchUp model that...</description>
			<content:encoded><![CDATA[<div>Hi, I am new to Vizard and have what is probably a very simple question to ask. I would like to know how I can make it so that my SketchUp model that I have imported to Vizard has walls that act as walls, and not just rendered images that can just be stepped through. How can I do this?</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=16">Vizard 3.0</category>
			<dc:creator>Anthony</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4232</guid>
		</item>
		<item>
			<title>viz.plane() intersect function parameters</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4230&amp;goto=newpost</link>
			<pubDate>Tue, 08 May 2012 15:29:20 GMT</pubDate>
			<description><![CDATA[Hi all, 
 
A quick question that has me stumped for the entire afternoon. I'm using a Kinect for head tracking and am experimenting with gesture...]]></description>
			<content:encoded><![CDATA[<div>Hi all,<br />
<br />
A quick question that has me stumped for the entire afternoon. I'm using a Kinect for head tracking and am experimenting with gesture control for moving about. I have a small CAVE (3mx3m) defined where the Kinect is at point (0, 1.6, 2). <br />
<br />
I want to find out where a user is pointing to, so that I can move the caveorigin towards that point. My idea was to draw a line from a users hand along the direction of their underarm (using the LEFTHAND and LEFTELBOW markers from the Kinect to get the direction) and find out where it intersects with the x,y plane on z=2. <br />
<br />
So, I create a plane(), call setNormal([0, 0, -1]) and setPos([0, 0, 2]). Then I wanted to call the .intersect() method, but that doesn't seem to give me the results I'm looking for. The error message mentions that I need to supply 6 parameters. I've tried supplying [x1,y1,z1,x2,y2,z2] (in various combinations) and [x1,y1,z1,x2-x1,y2-y1,z2-z1] (in various combinations), but the resulting intersection point don't seem to have anything to do with the position of my arm. <br />
<br />
Could anyone give me the precise parameters I would have to enter for the .intersect() method of a Plane()? Unfortunately the function specification only mentions 'line' and the actual implementation is in a .dll, so not that easy to get to.<br />
<br />
Thanks!<br />
<br />
Victor</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>victorqx</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4230</guid>
		</item>
		<item>
			<title>gui with wii</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4229&amp;goto=newpost</link>
			<pubDate>Mon, 07 May 2012 20:24:13 GMT</pubDate>
			<description>How can i use wii cursor with the buttons in gui? 
 
I tried with mapping the mouse but i prefer it without changing the mouse, it there a way...</description>
			<content:encoded><![CDATA[<div>How can i use wii cursor with the buttons in gui?<br />
<br />
I tried with mapping the mouse but i prefer it without changing the mouse, it there a way without messing with the mouse?</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>Darkmax</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4229</guid>
		</item>
		<item>
			<title>integrating brain-imaging response buttons with Vizard</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4228&amp;goto=newpost</link>
			<pubDate>Fri, 04 May 2012 00:29:09 GMT</pubDate>
			<description>Hi there,  
 
I am new to this Vizard world and am finding it rather challenging as its python-VBasic morphed language is nothing like Matlab which I...</description>
			<content:encoded><![CDATA[<div>Hi there, <br />
<br />
I am new to this Vizard world and am finding it rather challenging as its python-VBasic morphed language is nothing like Matlab which I feel more at home even if I am not an expert.<br />
 <br />
I am trying to see if we could use Vizard in a brain imaging study where timing is very important.<br />
However I am having having initial problems with getting the response buttons to interact with Vizard.<br />
I figured out using one of the example scripts e.g.<br />
<blockquote>import viz<br />
 <br />
viz.go()<br />
 <br />
import vizinfo<br />
vizinfo.add('When you press a keyboard button, the script will output the \ncurrent time and the button pressed to the file \'response.txt\'')<br />
 <br />
# Opens file 'response.txt' in write mode<br />
file = open('testresponse.txt', 'w')<br />
   <br />
# Define a function that saves data<br />
def SaveData(currenttime, key):<br />
    # Create the output string<br />
    out = 't:' + str(currenttime) + '\t' + '&quot;' + key + '&quot;' + '\n'              <br />
    <br />
    # Write the string to the output file<br />
    file.write(out)                                    <br />
    <br />
    # Makes sure the file data is really written to the harddrive<br />
    file.flush()                                       <br />
    print out<br />
   <br />
# Define a function that is called every time a keyboard button is pressed<br />
def mykeyboard(key):         <br />
    # Calls the function SaveData and hands it the current time and key<br />
    SaveData(viz.tick(),key)<br />
 <br />
# Defines a callback for keyboard events<br />
viz.callback(viz.KEYDOWN_EVENT, mykeyboard)</blockquote>I managed to figure out that the response buttons correspond to keyboard keys:'1','2',3','4' etc. In addition, I am struggling to appreciate how the callback and schedule functions work.<br />
<br />
Also is viz.KEYDOWN_EVENT or viz.key.isDown specific to 'keyboards' or can usb response buttons also benefit from them? Because I can't seem to get any of the response buttons to manipulate e.g. an action in the vizworld e.g. to print out on the screen which key is pressed and move. This bit of code seems to work with a keyboard but I have yet tried to use the response buttons keypard to test. It uses viztask.schedule instead of viz.callback; I don't understand how theses 2 functions work... they seem to be passing variables but I don't fully understand the arguments/variables needed in functions using vistask/vis.callback -- hope someone can clarify.<br />
<blockquote>import viz<br />
import viztask<br />
 <br />
viz.go()<br />
keyDisplay = viz.addText( 'key pressed: ', viz.SCREEN , pos=(0.25,0.5,0) )<br />
 <br />
def mykeyinput():<br />
       global k<br />
       while True:<br />
              k=yield viztask.waitKeyDown(None)<br />
              ShowData(k)<br />
viztask.schedule(mykeyinput)<br />
 <br />
def ShowData(k):<br />
       global data<br />
       data = &quot;Key '&quot;+k.key+&quot;' was pressed at time&quot;,k.time<br />
       print data<br />
       kpress = 'Key &quot; '+ k.key+' &quot;'<br />
       keyDisplay.message(kpress)<br />
 </blockquote>If any specific one of the response buttons would be pressed and I can check this every 1ms I would like to use it to move the viewpoint in e.g. forward, backwards, left or right view before any movement action etc.<br />
<br />
Basically, I am having difficulties understanding how to check these button presses every e.g. 1ms or as fast as possible, and use this button information to manipulate the viewpoint and position of the observer. and I would want it to do so for N trials while the viewer travels some number of steps e.g. movement (M) that is also counted.<br />
<br />
I envision that it would be something like this for say 1 trial:<br />
You have a Goal position to get to from current position and this could take a few steps/movements (M) to get to.<br />
Before each movement you are asked what is the next step you'd take.<br />
you make a choice (L,F,R,B) from start for M steps, and press the response buttons e.g.<br />
I need to know this buttonpress = getButtonPress<br />
Use buttons --&gt; move to L,F,R,B relative to current position change the World view to reflect new position and view.<br />
Once you get to the new position and view you repeat this process until you get to the Goal. This would be one trial. so there would be another loop for say N trials of different start to goal movements I would need to create.<br />
<br />
If someone can offer some help/advise or some example code? It would be gratefully appreciated!<br />
<br />
Thanks,<br />
May</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>hrm</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4228</guid>
		</item>
		<item>
			<title><![CDATA[The memory could not be "read" error when starting Vizard 4]]></title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4227&amp;goto=newpost</link>
			<pubDate>Tue, 01 May 2012 01:20:16 GMT</pubDate>
			<description><![CDATA[Hi. 
 
I'm having some issues after I updated Vizard 4 from Beta to the latest version. Earlier today I launched Vizard 4 on a seldom used computer,...]]></description>
			<content:encoded><![CDATA[<div>Hi.<br />
<br />
I'm having some issues after I updated Vizard 4 from Beta to the latest version. Earlier today I launched Vizard 4 on a seldom used computer, and was greeted with a &quot;Your beta licence has expired, please register&quot; screen. I registered with a development key and everything worked fine. I ran an update check, followed the link, downloaded the latest version, installed it and was preparing to get on with my work when this happened:<br />
<br />
-----------------------------------------------------<br />
Event Type:     Information<br />
Event Source:   Application Popup<br />
Event Category: None<br />
Event ID:       26<br />
Date:           4/30/2012<br />
Time:           4:31:54 PM<br />
User:           N/A<br />
Computer:       SR-01817<br />
Description:<br />
Application popup: Vizard 4.0 Development (32-bit): Vizard.exe -<br />
Application Error : The instruction at &quot;0x004092fc&quot; referenced memory<br />
at &quot;0x00000004&quot;. The memory could not be &quot;read&quot;.<br />
<br />
Click on OK to terminate the program<br />
Click on CANCEL to debug the program<br />
-----------------------------------------------------<br />
<br />
This happens every time I try to launch Vizard 4. Vizard 3 works fine. Reinstalling Vizard 4 did nothing. Clicking Cancel to debug does nothing. I'm currently checking the RAM and drivers and such to rule that out, but I wanted to check here as well to make sure there isn't something weird going on with Vizard.<br />
<br />
Is there a way to completely uninstall Vizard 4? When I reinstalled, it still said &quot;Development&quot; when I tried to run it, indicating that the licence information didn't get uninstalled. Is there a way to completely nuke the entire thing?</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>Salvar</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4227</guid>
		</item>
		<item>
			<title>3ds Exported .IVE Model mirrors movement of Mainview</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4225&amp;goto=newpost</link>
			<pubDate>Mon, 30 Apr 2012 07:56:02 GMT</pubDate>
			<description>Hey all, 
I am working on importing some large scale Building model into the Vizard environment. 
 
While using our production code and some recent...</description>
			<content:encoded><![CDATA[<div>Hey all,<br />
I am working on importing some large scale Building model into the Vizard environment.<br />
<br />
While using our production code and some recent versions of said model a strange error emerged:<br />
<br />
The Mainview is magically linked to the model. This has the effect, that none of the movements of the Mainview are visible on the screen, because the model just moves along. I am aware of the link() function and assure we didn't use it. It was pretty hard to find this problem in the first place, because it just seems as if the movement was stuck, but printing the Mainview position during execution reveals that movement actually takes place.<br />
<br />
As to ensure that it is not the complex engine code we wrote that is responsible for this problem I distilled the model loading code into this 7 Liner:<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">import viz<br />
<br />
model = viz.add(&quot;hospital.reduced.ive&quot;)<br />
model.collideMesh()<br />
<br />
viz.MainView.eyeheight(1.6)<br />
viz.MainView.setPosition([0, 0, 0])<br />
viz.MainView.lookat([0, 0, 1])<br />
<br />
viz.collision(1)<br />
<br />
viz.go()</code><hr />
</div>With this code, I can load an old version of the same model and walk around the place without problems. Loading a newer export of the model however produces the error mentioned above.<br />
<br />
We work with 3ds MAX and export the models according to the Vizard Knowledge Base to the .IVE Format, using the Vizard supplied OSG Exporter.<br />
<br />
We are using Vizard 4.0 to load the Model.<br />
<br />
I hope someone could point me in the right direction because I am literally out of ideas on this one.<br />
<br />
Thanks in advance,<br />
<br />
Felix</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>Felix</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4225</guid>
		</item>
		<item>
			<title>Three questions</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4224&amp;goto=newpost</link>
			<pubDate>Sun, 29 Apr 2012 10:24:24 GMT</pubDate>
			<description>Hello, 
 
I would like to know if there is the possibility to configure some options that I have not found in the documentation: 
 
1. I know about...</description>
			<content:encoded><![CDATA[<div>Hello,<br />
<br />
I would like to know if there is the possibility to configure some options that I have not found in the documentation:<br />
<br />
1. I know about the option, that I can adjust the specular property of individual objects but not on lights. Is there a way to enable/disable &quot;specular casting&quot; from a light? I want to create several lights, some that cause highlights on the objects and some just as &quot;filllights&quot; that do not evoke highlights. <br />
<br />
2. Is there the possibility to have three objects with physics enabled, lets say a sphere, cube and floor and make the cube collide with the sphere and not with the floor but the sphere collide with both the cube and the floor? <br />
I basically want to tell objects to collide only with certain objects and not with all. I can imagine, that one would have to make use of the contact groups which I found to be implemented in OPAL: <a href="http://opal.sourceforge.net/tutorial8.html" target="_blank">http://opal.sourceforge.net/tutorial8.html</a> <br />
Is this difficult to access?<br />
<br />
3. My last question is quite similar and deals with the collideMesh option. It is not possible to use forces with that. Why is this the case? <br />
It seems that OPAL has such an option: <a href="http://opal.sourceforge.net/tutorial10.html" target="_blank">http://opal.sourceforge.net/tutorial10.html</a><br />
Would it be very complicated to implement such an option in general?<br />
<br />
<br />
I was searching for clear answers to these questions in the forum and in the documentation for a while now but I never found any clear statements to that, so I would be really happy to learn about the possibilities that I have probably missed so far.<br />
<br />
Best,<br />
Petra</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>pea</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4224</guid>
		</item>
		<item>
			<title>setup two wall system with one single PC and one quadro graphics card</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4221&amp;goto=newpost</link>
			<pubDate>Fri, 27 Apr 2012 16:46:04 GMT</pubDate>
			<description>Hi,  
 
I am trying to set up a two wall system (front and bottom) which is powered by a single PC and single graphics card (Quadro FX 6000). I am...</description>
			<content:encoded><![CDATA[<div>Hi, <br />
<br />
I am trying to set up a two wall system (front and bottom) which is powered by a single PC and single graphics card (Quadro FX 6000). I am struggling with the setup. <br />
<br />
I am creating two windows. Each image is projected to each window. However the image of front window and image of bottom window is not continuous. Could one of you give me a hint? Here is my code. Thanks.<br />
<br />
<br />
# Declare constants defining the CAVE dimensions<br />
W = 3.410       # 10 feet wide<br />
H = 2.140      #7.5 feet tall<br />
D = 2.200   	# 7.5 feet deep<br />
<br />
C0 = -W/2,H/2,-D/2      # Front  Wall: C1,C2,C5,C6<br />
C1 = -W/2,H/2,D/2      # Left   Wall: C0,C1,C4,C5<br />
C2 = W/2,H/2,D/2      # Right  Wall: C2,C3,C6,C7<br />
C3 = W/2,H/2,-D/2      # Bottom Wall: C5,C6,C4,C7<br />
C4 = -W/2,-H/2,-D/2<br />
C5 = -W/2,-H/2,D/2<br />
C6 = W/2,-H/2,D/2<br />
C7 = W/2,-H/2,-D/2<br />
<br />
#Create front wall<br />
FrontWall = vizcave.Wall(   upperLeft=C1,  # 0,     2.286, 3.048<br />
                            upperRight=C2, # 3.048, 2.286, 3.048<br />
                            lowerLeft=C5,  # 0,     0,     3.048<br />
                            lowerRight=C6, # 3.048, 0,     3.048<br />
                            name='Front Wall' )<br />
<br />
#Create left wall<br />
LeftWall  = vizcave.Wall(   upperLeft=C0,<br />
                            upperRight=C1,<br />
                            lowerLeft=C4,<br />
                            lowerRight=C5,<br />
                            name='Left Wall' )<br />
<br />
#Create right wall<br />
RightWall = vizcave.Wall(   upperLeft=C2,<br />
                            upperRight=C3,<br />
                            lowerLeft=C6,<br />
                            lowerRight=C7,<br />
                            name='Right Wall' )<br />
<br />
#Create bottom wall<br />
BottomWall = vizcave.Wall(  upperLeft=C5,<br />
                            upperRight=C6,<br />
                            lowerLeft=C4,<br />
                            lowerRight=C7,<br />
                            name='Bottom Wall' )<br />
<br />
#Initialize graphics window<br />
viz.go(viz.FULLSCREEN)<br />
#viz.go(viz.FULLSCREEN|viz.QUAD_BUFFER)<br />
<br />
#Create cave object<br />
cave = vizcave.Cave()<br />
<br />
frontWindow=viz.MainWindow<br />
frontWindow.setSize(1,.5)<br />
frontWindow.setPosition([0,1])<br />
cave.addWall(FrontWall, window = frontWindow) <br />
<br />
bottomWindow = viz.addWindow()<br />
bottomWindow.setSize(1,.5)<br />
bottomWindow.setPosition([0,0.5])<br />
cave.addWall(BottomWall, window = bottomWindow)</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>vrmdl</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4221</guid>
		</item>
		<item>
			<title>vizcave head tracking curiosity</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4220&amp;goto=newpost</link>
			<pubDate>Fri, 27 Apr 2012 12:23:37 GMT</pubDate>
			<description>Dear Sir/Madam, 
 
For the past couple of weeks I have had the fortune of getting to know Vizard better. I have had a number of demonstrations of...</description>
			<content:encoded><![CDATA[<div>Dear Sir/Madam,<br />
<br />
For the past couple of weeks I have had the fortune of getting to know Vizard better. I have had a number of demonstrations of CAVE systems that were using Vizard and I'm in the process of building our own PowerWall. This in order to convince other people in my company that this is really useful technology and try and persuade others to support my quest for our own CAVE.<br />
<br />
I find the examples and forums that I have found here to be very helpful and I'm getting along quite well with building our PowerWall. There is one thing that has me stumped though and that is the head tracking. I do hope that my question hasn't been asked before, but my searches have not been able to turn up an answer.<br />
<br />
I have been trying out the example found here: <a href="http://docs.worldviz.com/vizard/Vizcave.htm" target="_blank">http://docs.worldviz.com/vizard/Vizcave.htm</a><br />
I simply run this single display script on my desktop computer. I have many different ways of demonstrating the behavior that confuses me, but without actually being there, I will try to suffice with a description.<br />
<br />
I start the script and use the mouse to rotate so that I am facing the right hand wall (the small wall with the 'Mona Lisa' is just visible on the left hand side of the screen). If I now use the 'w' key to simulate moving my head forward, the effect that I get is confusing to me. It seems like the warping effect that occurs is what I would expect to see if my screen were configured as the left-hand wall of a CAVE.<br />
<br />
According to the documentation I should use the caveorigin as a node to move myself around in the virtual environment. But I see confusing behavior as soon as I start rotating around this caveorigin (in this case with the mouse) and then moving forward/backward with the 'w' and 's' keys.<br />
<br />
Could you please try out the use-case scenario that I have described and let me know how it works for you? Am I doing something wrong, is there some setting that I am overlooking? If it would help, I will gladly make a small video demonstrating this behavior if I know where to send it to.<br />
<br />
Many thanks and kind regards,<br />
<br />
Victor</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>victorqx</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4220</guid>
		</item>
		<item>
			<title>3D world editor</title>
			<link>http://www.worldviz.com/forum/showthread.php?t=4219&amp;goto=newpost</link>
			<pubDate>Fri, 27 Apr 2012 10:08:08 GMT</pubDate>
			<description>Hello, 
 
Im creating a 3D world editor with Vizard. I want to add a model, place it and be able to replace the models. The user can navigate through...</description>
			<content:encoded><![CDATA[<div>Hello,<br />
<br />
Im creating a 3D world editor with Vizard. I want to add a model, place it and be able to replace the models. The user can navigate through the world with wasd and click a model and replace it. So far so good, but i'm experiencing some problems with the object placement.<br />
<br />
This is the code for a model to follow the mouse-cursor:<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; # draw model on mouse position<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(self.isDrawing):<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; line = viz.MainWindow.screenToWorld(viz.mouse.getPosition())<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x,y,z = line.endFromDistance(6)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; y = 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.model.setPosition([x,y,z])</code><hr />
</div>It works but it is still hard to navigate objects in the world. Is there a better way to let models follow the mouse and put them in the 3D world?<br />
<br />
Thanks!</div>

]]></content:encoded>
			<category domain="http://www.worldviz.com/forum/forumdisplay.php?f=17">Vizard 4.0</category>
			<dc:creator>Ploep</dc:creator>
			<guid isPermaLink="true">http://www.worldviz.com/forum/showthread.php?t=4219</guid>
		</item>
	</channel>
</rss>

