作为渲染纹理的先驱,我试图简单地将osgViewer的相机与纹理映射平面对齐。
这是我使用的代码:
int main()
{
osgViewer::Viewer viewer;
osg::ref_ptr<osg::Image> image = osgDB::readImageFile("path//to//file.png");
if (!image.valid())
{
assert(false);
return 1;
}
osg::ref_ptr<osg::Geometry> pictureQuad = osg::createTexturedQuadGeometry(osg::Vec3(0.f,0.f,0.f),
osg::Vec3(image->s(),0.f,0.f),
osg::Vec3(0.f,0.f,image->t()),
0.f,
0.f,
image->s(),
image->t());
osg::ref_ptr<osg::TextureRectangle> textureRect = new osg::TextureRectangle(image);
textureRect->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
textureRect->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
textureRect->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
textureRect->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
pictureQuad->getOrCreateStateSet()->setTextureAttributeAndModes(0, textureRect.get(),
osg::StateAttribute::ON);
pictureQuad->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
geode->setDataVariance(osg::Object::DYNAMIC);
geode->addDrawable(pictureQuad.get());
osg::StateSet *state = geode->getOrCreateStateSet();
state->setMode( GL_LIGHTING, osg::StateAttribute::PROTECTED | osg::StateAttribute::OFF );
viewer.setSceneData(geode);
osg::ref_ptr<osg::Camera> camera = viewer.getCamera();
while( !viewer.done() )
{
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setProjectionMatrix(osg::Matrix::ortho2D(0.f, image->s(), 0.f, image->t()));
camera->setViewMatrixAsLookAt(osg::Vec3f(0.f, -100.f, 0.f),
osg::Vec3f(image->s()*0.5, 0.f, image->t()*0.5f),
osg::Vec3f(0.f, 0.f, 1.f));
viewer.frame();
}
return 0;
}
然而,结果显示我的观点完全偏斜。有人可以指出我的代码中的错误吗?
答案 0 :(得分:0)
在
camera->setViewMatrixAsLookAt(osg::Vec3f(0.f, -100.f, 0.f), // eye
osg::Vec3f(image->s()*0.5, 0.f, image->t()*0.5f), // center
osg::Vec3f(0.f, 0.f, 1.f)); // up vector
你的眼睛在地上,看着你的图像的中心,这是你的眼睛,所以你自然会想到一个倾斜的图像。
尝试将眼睛置于高度图像 - > t()* 0.5,以便视图直接显示。