From Miguel Escriva, "Attached to this mail you will find some files to work with the Philips WOWvx displays.

It's implemented in the same way that 3D Spherical Display and Panoramic Spherical Display.

You can test it running:
   osgviewer --wowvx-20 cow.osg
   osgviewer --wowvx-42 cow.osg
depending on the size of your Philips WOWvx display (20" or 42")

Other arguments you can use to control the 3D effect are:

--wow-content <value>
   This value defines the kind of content that can be:
      0: No depth
      1: Signage
      2: Movie
      3: CGI
      4: Still

--wow-factor <value>
   Percentage of the display recommended depth value. Default 64, Range [0-255]

--wow-offset <value>
   Amount of range behind the screen. Default 128, Range [0-255]
      0: Range is shifted in the direction of the viewer.
      128: Range is equally divided in front and behind the screen.
      255: Range is shifted away from the viewer.
      "
This commit is contained in:
Robert Osfield
2008-05-07 14:17:15 +00:00
parent 7c94ff2b6d
commit 96f2062115
3 changed files with 285 additions and 1 deletions

View File

@@ -166,6 +166,9 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
/** Convenience method for spherical display by rendering main scene to as panoramic 2:1 texture and then doing distortion correction to present onto a spherical display.*/
void setUpViewForPanoramicSphericalDisplay(double radius=1.0, double collar=0.45, unsigned int screenNum=0, osg::Image* intensityMap=0, const osg::Matrixd& projectorMatrix = osg::Matrixd());
/** Convenience method for autostereoscopic Philips WoWvx display.*/
void setUpViewForWoWVxDisplay(unsigned int screenNum, unsigned char wow_content, unsigned char wow_factor, unsigned char wow_offset, float wow_disparity_Zd, float wow_disparity_vz, float wow_disparity_M, float wow_disparity_C);
/** Return true if this view contains a specified camera.*/
bool containsCamera(const osg::Camera* camera) const;