[osg-users] wide aspect ratio causing problems with polygons on HUD

Robert Osfield robert.osfield at gmail.com
Thu Jan 4 07:58:05 PST 2018

HI Vector (really you have to address yourself as a
container/mathematical concept? We are humans in this community, not
computers, please just use your own name, or a at least a human name.)

As for drawing lines on a hud, it's hard to give specific advice as
you don't describe how you are doing the hud or doing placing the
elements in to your HUD scene.  There are a number of different ways
one can implement this functionality so giving specific advice for the
way you have done things is impossible to do.

The best I can say is that in principle one just needs to set up the
object space of your HUD subgraph so that the X and Y axis are
proportional, this would usually be done by choosing a projection
matrix horizontal and vertical aspect ratio that matches the display
aspect ratio.


On 26 December 2017 at 22:18, John Smith <general at itpsg.com> wrote:
> Hi,
> I've recently hit a snag with a change in implementation to a really wide aspect ratio. I have a HUD tied to a camera that spans 4476x900 pixels.
> Lines are not drawn using normal OpenGL line drawing because the maximum width is apparently pathetically low (like 10 pixels) so the software I'm trying to update is using an OpenGL QUAD (I know it's deprecated in versions 3.x, but for now it's what I have to work with.)
> The vertical lines seem to be drawn fine. The horizontal lines are squished...presumably because the line is rendered as a Quad on such a large width aspect ratio display. I have 2 questions:
> 1: Is this the right way to get around line width issues?
> 2: How can I ensure that width of the lines are consistent regardless of if they are vertical or horizontal?
> Thank you!
> Cheers,
> Vector
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72640#72640
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