Re: CAVE head tracking

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 05/23/2000 11:58:17


Angus Dorbie wrote:
>
> I have no code to offer, but you should try breaking the problem down.
>
> First make sure your tracking is calibrated properly to the cave.
>
> Once you know this then the problem is either a scaling mismatch of
> virtual to real coordinates, an error with your frustum calculations or
> some other gross translation error.
>
> Perhaps you are missing out a complete stage of the process.
>
> testing the individual stages should allow you to sort things out.
>
> The stages are:
>
> 1) track the eye
> 2) recompute the frusta with new eye w.r.t. cave walls
> 3) apply scaled viewing translation based on tracked eye position
> 4) make sure there is no viewing rotation (OK this isn't a stage but
> it's important enough to mention)

No rotation except for the fixed 90 degree viewing offset orientations.

Cheers,Angus.

-- 
For Performer+OpenGL tutorials http://www.dorbie.com/

"In the middle of difficulty lies opportunity." --Albert Einstein


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