Re: [Q]: Multiple channels...

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Sean Halliday (halliday++at++BanffCentre.AB.CA)
Thu, 17 Nov 1994 08:41:32 -0700 (MST)


>
> Hi,
> I am trying to simulate a fly through of the StarShip bridge (Star Trek!)
> by using two channels, one for the bridge itself and the other one for
> the main viewer (which will render some texture mapped sphere to simulate
> planets!).
>
> The problem I have right now is to convert the world coordinates of the
> main viewer (rectangle) to normalised view coordinates and use that to
> set the viewport for the 2nd channel using pfChanViewport(). Any ideas on
> the conversion process? I know the world coordinates of the main viewer.
> What do I have to do get the (changing) view coordinates?

        Why don't you just have a hole in the starship where the main viewer
is and render it all at once with the texture mapped sphere outside.
This will mean you will not have to keep the main viewer a rectangle.
>
> I can (and I am) restrict the movements to keep the main viewer as a
> rectangle (no rolling/pitching).

Even Yaw will make the main viewer a non-rectangle:

    /|
  / |
/ |
| |
| |
| |
\ |
  \ |
    \|

In fact the only thing that will not change the rectangle is movement towards
and away from the main viewer. (I am assuming you are doing a Perspective
view of the bridge.)

The other solution is to render the view from the main viewer to a texture map
and map this onto the surface of the main viewer. (I haven't done this before)

>
> I tried pfGetChanViewMat followed by pfXformPt3 and then using the
> transformation equations with no result. Somehow I am missing something...
>
> Any pointers will be appreciated...
>
> Thanks,
>
> K.
> --
> Kowsik Guruswamy (kowsik++at++usl.edu) Home: (318)-232-4718 |I never knew
> <a href="http://www.ucs.usl.edu/~kxg5947/me.html>My Home page</a>|what I was g
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>

-- 

Sean Halliday Computer Graphics Software Developer New Media Research, Banff Centre for the Arts. halliday++at++BanffCentre.AB.CA


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