BloodRedd / gamekit

Automatically exported from code.google.com/p/gamekit
1 stars 0 forks source link

GameKit (Ogre) viewport frustum does not match Blender's #96

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Load attached scene, notice the cube barely is visible at top and bottom
2. Run in 800x600 default OgreKit.exe (r505)
3. View is significantly wider than in blender.

What is the expected output? What do you see instead?
Same as Blender's viewport

What version of the product are you using? On what operating system?
r505 executable, no dx

Please provide any additional information below.
With a camera view angle of 35mm is appears to be ~27mm, 300mm/~223mm, 
15mm/~11mm.

Original issue reported on code.google.com by delaneyg...@gmail.com on 3 Sep 2010 at 8:39

Attachments:

GoogleCodeExporter commented 8 years ago
Currently,  Gamekit viewport frustum is similar to the Blender, if you turn off 
the camera's Passepartout option.

But, we will support the Blender camera's Passepartout/BGE Framing feature by 
other option, if you want this.

Thanks for your reporting.

Original comment by harkon...@gmail.com on 7 Sep 2010 at 4:33

Attachments:

GoogleCodeExporter commented 8 years ago
Check last trunk (r620: support viewport framing's scale mode).
I hope so, it is that you expected.

Original comment by harkon...@gmail.com on 12 Sep 2010 at 2:56

GoogleCodeExporter commented 8 years ago
There was really a difference besides the framing options. The horizontal field 
of view was used as vertical field of view. This is fixed in r638. 

Original comment by xavier.thomas.1980@gmail.com on 16 Sep 2010 at 11:28