Angus Dorbie (dorbie++at++sgi.com)
Mon, 14 Jun 1999 16:30:31 -0700
I'm sure this is your problem now.
> It's listed above as "different packing" but is really a manifestation
> of your display geometry not matching your 'virtual' projection
> geometry.
Actually the pixel packing mentioned is a different problem due to tan
theta pixel distribution.
It's just ocurred to me that you might actually simply want to draw a
wide field of view and someone has misled you by suggesting that you
need to split the channel up because it looks funny. There are subtle
reasons you might want to do this (most covered by mtj's post) for
example resolution due to tan theta resolution distribution, but in a
simple projection there is no distortion. The point is that when you
display your 130 degree image, you must ensure that it subtends 130
degrees with the viewer when displayed. Just because you draw the image
and display it on your desktop and it looks distorted doesn't mean that
it is incorrect. The image probably only subtends say 40 degrees at most
w.r.t. your eye. If you can get closer to the screen and retain focus it
will begin to look correct. The biggest problem will be lack of image
resolution towards the center of the image, and z fog as already
covered.
Now, if you then want to wrap that image onto a curved screen, say a
Panoram display system then you have a different class of problem.
If you want to render an image in which image Y = constant azimuth then
conventional computer hardware doesn't render that kind of projection.
And the best way is to remap the pixels you do draw to an image where y
= azimuth.
Cheers,Angus.
-- "Microsoft's system was like a forest that hadn't had a controlled burn in decades, just waiting for one person with a match to turn it into a disaster. Melissa was Microsoft's fault. They left their system wide open to this sort of abuse, they knew it could happen and did nothing." -- Bruce PerensFor advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/
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