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#3
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Woops. Sorry those lines were left over from an immersive setup I had made. They weren't actually called in my current vizcave code.
Things looked "skewed" in the sense that I would expect the default position for the view to be at x=y=z=0 in world coordinates, with the "camera" looking down the positive z axis. That way if I drew an on-the-fly object centered at [0,0,1], it would appear directly in front of me. If I setup as above and start without stereo, then the scene looks like I expect. (Though given what you said, I don't understand what it really means to specify both position and orientation for the cave tracker, but then to render not in stereo. Is the frustum adjusted as if the viewer were a cyclops, or is the cave setup ignored?) But in stereo the view is directed away from that object. Oh, I just figured out that how I define my single cave wall changes this view, but in a way that totally isn't clear to me. So if I use Code:
upperLeft = [-1, 1, 1]
upperRight = [1, 1, 1]
lowerLeft = [-1, -1, 1]
lowerRight = [1, -1, 1]
wall = vizcave.Wall('wall',upperLeft,upperRight,lowerLeft,lowerRight)
Here's what I've come up with so far, though I'm not sure it's correct. Let me know what you think. Code:
upperLeft = [-screenXOffset-screenWidth, screenYOffset+screenHeight, screenZOffset] upperRight = [-screenXOffset, screenYOffset+screenHeight, screenZOffset] lowerLeft = [-screenXOffset-screenWidth, screenYOffset, screenZOffset] lowerRight = [-screenXOffset, screenYOffset, screenZOffset] ... view = vizcave.CaveView(tracker) view.setPosition([screenWidth/2+screenXOffset,0,-screenZOffset]) Thanks again for your help! |
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