[Ves] Directly manipulating Projection Matrix and Model View
Cameron Lowell Palmer
cameron.palmer at ntnu.no
Wed Jan 28 23:59:05 EST 2015
In order to achieve augmented reality in VES I’ve resorted to bypassing the vesCamera and updating the projection and model view of representations directly. I know this value has been updated based upon the subsequent variable, but nothing moves on screen.
When using a transform on an actor the calls all end in setBoundsDirty and the object moves. So what needs to change to achieve this result?
void vesKiwiCameraImagePlaneDataRepresentation::setProjectionMatrix(const vesMatrix4x4f &projectionMatrix)
{
std::cout << std::endl << "Projection matrix" << std::endl << projectionMatrix << std::endl;
this->_internal->_projectionMatrix->set(projectionMatrix);
}
void vesKiwiCameraImagePlaneDataRepresentation::setModelViewMatrix(const vesMatrix4x4f &modelViewMatrix)
{
// std::cout << std::endl << "Model view matrix" << std::endl << modelViewMatrix << std::endl;
//
// vesSharedPtr<vesUniform> currentModelViewMatrixUniform = this->_internal->_modelViewMatrix;
// vesMatrix4x4f currentModelViewMatrix;
// currentModelViewMatrixUniform->get(currentModelViewMatrix);
// vesMatrix4x4f updatedModelViewMatrix;
// updatedModelViewMatrix = modelViewMatrix * currentModelViewMatrix;
this->_internal->_modelViewMatrix->set(modelViewMatrix);
vesMatrix4x4f subsequent;
this->_internal->_modelViewMatrix->get(subsequent);
std::cout << std::endl << "Model view matrix" << std::endl << subsequent << std::endl;
}
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