[osg-users] Any help with isometric camera?
Robert Osfield
robert.osfield at gmail.com
Tue Mar 29 07:49:23 PDT 2016
Hi Michael,
You can't really mix interactive concepts between an ortho and perspective
views, camera manipulators that work well for perspective won't work well
at all for orthographic projections - such a FPS style ortho view just
won't work. You can try to fudge an ortho camera manipulator to work a bit
like a standard camera manipulator developed to work with a perspective
view but there will always be areas where it breaks down badly.
To have a good interactive experience with the ortho view you'll need a
very specific interaction in mind. For instance good cases for an ortho
view are map or side elevations that the user can pan around but not rotate
the view. You can do oblique views as well but rotation and zooming can
quickly get yourself in trouble with near/far plans interacting with the
scene in ways that visually don't make sense. Humans see the work in
perspective so when you start trying to make a orthographic projection
mimic how we expect the work to interact the brain really fits to
understand things, this fight can easily make the whole experience
unpleasant and unintuitive.
Robert.
On 29 March 2016 at 15:34, michael kapelko <kornerr at gmail.com> wrote:
> Hi.
> I'm working on an editor with OSG inside ( you can see it in action here:
> https://youtu.be/70Jny1xJxK8 )
> Currently I only have perspective camera that I setup with the following
> call:
> setProjectionMatrixAsPerspective(30, winWidth / winHeight, 1, 1000)
> I want to have something like an isometric camera view in Blender.
> However, I'm having problems with setProjectionMatrixAsOrtho. I couldn't
> find any example for an FPS like isometric camera I want.
> I tried to simply swap setProjectionMatrixAsPerspective with AsOrtho, but
> proportions are wrong and rotation is even more weird.
>
> Any info on how to display a scene with ortho projection and have
> something like FPS camera would be great.
>
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>
>
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