Defining Asymmetric Viewing Frustum
Second post today... sorry about that!
I'm trying to use viz.window.frustum() to define an asymmetric viewing frustum. Here is what I am trying to achieve: I have a screen which is 88.5cm in width and 50cm in height. User's of the application will be sitting so their eyes are approximately 80cm from the screen. Their eyes will be positioned 2/3s of the way up the screen. I've calculated the total vertical field of view to be 34.31 degrees and therefore the horizontal field of view being 60.72. With a symmetric viewing frustum I would simply set this up as: Code:
fieldOfView = 34.7 I am looking at the viz.window.frustum() function but it's not behaving in the way I want it to. Considering that the viz.window.frustum() function is mentioned to be the same as glFrustum(), I was expecting this function to multiply the current frustum by the values passed in to it (this is where my understanding may well be incorrect). I've therefore been trying this to start with: Code:
fieldOfView = 34.7 I really hope someone can help me out here. |
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