Best regards,
Ho Kee Ping
PS: Renderman's fixed focal length is 1.
glMatrixMode(GL_PROJECTION);
glFrustum(....);
glMatrixMode(GL_MODELVIEW);
This is all you have in the gl, and you should be able
to specify something appropriate with this.
Cheers,Angus.
It does specify the view plane position. The view plane in on
the near clip. In fact the actual z position is irrelevant other
than defining z and clipping, since any projection will have an
infinite number of planes. The projection generated by glFrustum
is x/y, y/z so the view plane is in the x, y plane.
>
> So, is the viewplane position fixed or variable in openGL? And if
> fixed, where is it relative to the camera. If variable, how to adjust
> it?
You can specify an arbitrary transformation matrix for your
projection stage. There is a call glFrustum which creates
a projection matrix.
Whenever I've encountered a need to 'tilt' the near clip
plane it's usually because of a conceptual misunderstanding.
You can specify a frustum which maps a window onto the x, y
plane. +ve Z under viewing transformation defines the
viewing direction. 0,0 on the near plane x, y maps to the
viewing vector so you can get any projection you like by
using asymmetric frustum in conjunction with the viewing
matrix.
Start with your display geometry and match in in the gl,
remembering that you can specify an arbitrary window on
the near plane.
Cheers,Angus.
glFrustrum() and gluPerspective() defines the perspective
transformation only (I think) but not the viewplane position.
gluLookAt() does not specify (at least, not directly) the viewplane
position as well.
So, is the viewplane position fixed or variable in openGL? And if
fixed, where is it relative to the camera. If variable, how to adjust
it?
Thanks in advance.