Jim Helman (jimh++at++surreal)
Thu, 10 Mar 94 00:36:43 -0800
Doing off-axis work in 1.1 requires that you set the
channel viewpoint and FOV so that the on-axis frustum
used for culling, encompasses the off-axis frustum you
really want.
Then in the channel draw callback, set the GL matrix
perspective and viewing matrices appropriately. Here's
how 1.1 initializes them by default:
window(winLeft, winRight, winBottom, winTop, near, far);
mmode(MVIEWING);
loadmatrix(ident);
rot(-90, 'x'); /* convert from GL to Performer coords */
{
pfMatrix invViewMat;
pfOrthoNInvertMat(invViewMat, ViewMat);
multmatrix(invViewMat);
}
rgds,
-jim helman
jimh++at++surreal.asd.sgi.com
415/390-1151
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:50:12 PDT