Weiguang,<br><br>Thanks for the reply. I have no problem using the vtk classes in place of code that I already have. My issue is that I'm not certain how to use the vtkCamera in place of my glFrustum call when I am creating a frustum where, for example, both the left and right sides of the front face of the frustum volume lie on the negative side of the y axis. From what I can tell, the vtkCamera can be given a viewing angle and a near and far plane, but that gives me the equivalent control of a gluPerspective call, which is more limited than the functionality that glFrustum provides. I noticed there was a function to multiply in additional matrices to the camera's transformation matrix, but I don't think that would be quite what I want either.
<br><br>-Mark Waligora<br><br><div class="gmail_quote">On Jan 3, 2008 1:08 PM, Weiguang Guan <<a href="mailto:guanw@rhpcs.mcmaster.ca">guanw@rhpcs.mcmaster.ca</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Hi Mark,<br><br>If you decide to move on to vtk, then you shouldn't called gl commands<br>directly. vtkCamera contains methods that implement what you want to do.<br><font color="#888888"><br>Weiguang<br></font><div><div>
</div><div class="Wj3C7c"><br>On Thu, 3 Jan 2008, Mark Waligora wrote:<br><br>> Hey all,<br>> I've done quite a bit of searching and reading and am having some trouble<br>> getting started integrating VTK into my application. I'm a new user, but
<br>> I've spent enough time looking that I don't think I'm missing anything too<br>> obvious.<br>><br>> I have a fairly simple visualization application written with OpenGL. I<br>> want to visualize some more complicated data sets, so I wanted to write a
<br>> version that works with VTK.<br>><br>> My visualization application is fed in data from a motion capture system, so<br>> right now, every time my application loop updates, it reads the data from<br>> the mo-cap system, and updates the rendering with very specific calls to
<br>> glFrustum and gluLookAt. The front face of the frustum volume is almost<br>> never centered around the z axis, so I can't simulate the frustum creation<br>> by simply providing a vtkCamera with a position, direction, and viewing
<br>> angle. I need more control of the frustum shape than that functionality<br>> seems to provide.<br>><br>> Can anyone advise me on how to create a simple vtk application with no user<br>> control where the frustum and camera position are automatically updated by
<br>> the program every cycle of the main program loop? From what I can tell, I<br>> don't want to use an interactor since the user will not be interacting with<br>> the application (the user interacts with the motion capture system, and the
<br>> application simply queries data from the motion capture system when it is<br>> rendering). Again, I need to be able to create frustums that aren't<br>> centered around the z axis.<br>><br>> Thanks in advance!
<br>><br>> -Mark Waligora<br>><br></div></div></blockquote></div><br>