Re: 3 Channel

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Angus Dorbie (dorbie++at++sgi.com)
Mon, 13 Sep 1999 12:02:44 -0700


Devrim Erdem wrote:
>
> Angus Dorbie wrote:
>
> > You need to ensure that you have the correct eyepoint and the
> > correct
> > frustum. At first glance it seems you require symmetric matching
> > frusta
> > and a channel heading offset, but the eye must then be in the center
> > of
> > all channels.
> >
>
> What is a symmetric matching frusta ?

Just that left = -right and bottom = -top.

The important implication is that the eye is in the center of the
channed w.r.t. the plane of the display.

>
> > See this presentation:
> >
> > http://www.sgi.com/sof
> > ware/performer/presentations/geometry/index.htm
> >
>
> I guess that would help me a lot if I were there when you presented
> it, however
> without a talk on it, it doesn't help much. Have you ever thought of
> making an
> annotated version ?

The relevant slides have some terse text. I thought it would gelp.

Cheers,Angus.

-- 
"One of the best-known folk theorems of software engineering is that
60% to 75% of conventional software projects are either never
completed or rejected by their intended users. If that range is
anywhere near true (and I've never met a manager of any experience
who disputes it) then more projects than not are being aimed at goals
which are either (a) not realistically attainable, or (b) just plain
wrong."
                 Eric S. Raymond - The Cathedral and The Bazaar

For advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/


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