Micah71381
03-02-2011 21:21:11
I am evaluating a couple different engines to use for an upcoming project and one of the key things I need to be able to do in my project is have a dynamic (changing per frame) asymmetric view frustum. Obviously, given any engine's source code I can do this but my question is whether or not I can do it in MOGRE out of the box, without writing any additional C++/CLI code?
CodeKrash
03-02-2011 21:47:04
just make 2 viewports and 2 cameras with the correct position/orientations on the same scene manager
wouldnt that facilitate a "Asymmetric frustum parallel axis projection stereo"
Micah71381
03-02-2011 21:56:49
CodeKrash
04-02-2011 07:45:29
doesn't that simply involve placing a single camera where your virtual head is, and aiming it correctly? Why the special inquiry? I would think the real problem would be deriving the camera position based on the streaming images of your head.
Micah71381
04-02-2011 09:07:23
No, in order for it to appear correctly you need the frustum to be asymmetrical. Just moving the camera around doesn't give the impression that you are looking through a window (the monitor) but instead just gives you the impression that your head is controlling camera movement. The effects on human perception of depth are vastly different.
tafkag
04-02-2011 18:01:27
If I understand you correctly, Ogre's
frustum offset should do the trick, which is available in Mogre.
CodeKrash
04-02-2011 21:50:59
cool, i have a lot to learn