Re: [Q]: Multiple channels...
Sean Halliday (halliday++at++BanffCentre.AB.CA)
Thu, 17 Nov 1994 09:02:00 -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?
>
> I can (and I am) restrict the movements to keep the main viewer as a
> rectangle (no rolling/pitching).
>
> 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...
I may have answered the wrong question last time. Are you having a matrix
transformation problem? Are you trying to use the pfGetChanViewMat of the
first channel to determine the pfChanViewMat of the 2nd? If the starship
is moving throught space then just use its matrix with pfChanViewMat. This
will not work, of course, unless your origin of the starship is where
you want to view from; you will probably need to multiply this matrix by one
that transforms it to the position of the view screen.
--
Sean Halliday
Computer Graphics Software Developer
New Media Research, Banff Centre for the Arts.
halliday++at++BanffCentre.AB.CA
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