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Showing results for tags 'Projection'.
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Hi. I just simpy want to use AppProjection with different post materials on its "screens" (implementing bezel_x analog right way), and it seems like engine.projection.setMaterials is a thing that i need. Trying to call this in world.init or even world.update does nothing. And even calling this function with wrong material name doesn't make an error (unlike engine.render.setPostMaterials), so, it isn't trying to do anything? It's a bug or i'm doing it wrong? Thank you!
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Hi, Unitine We use landscape tool to generate an ObjectGlobalTerrain with images in Beijing 54 Coordinate System(Beijing 1954 3 Degree GK CM 108E), as shown in the following figure. Then we export an model generated with CityEngine inside Unigine. We export the model with EPSG projection:2433 /Beijing 1954. But the model doesn't match the right position in the terrain, as Show in the following figure. We wonder know is there any solution for this problem, because we are developing a software for people to find the longitude and latitude of models. Thanks!
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Hello, I am just building a test with Unigine Syncker. Now I want to configure a CAVE environment. The documentation says that a mesh needs to specified, but did not show in which coordinate system it has to be configured. I got a configuration working where the positive Z-Axis of the Mesh shows to the left, the positive Y-Axis up and the positive X-Axis towards me, but I am not sure if this is right. I also run into the problem that the projection is not calculated correctly on the slave (see attachement). If I set the aspect ratio to 1:1 it works but not for 1920:1080. Here is the code example for the mesh: int slave_0=mesh.addSurface("slave_0"); //Z-Positive left , Y-Positive up, X-Positive towards mesh.addVertex(vec3(-1.f, -0.108f, 2 * +0.192f), slave_0); //bottom-left corner mesh.addVertex(vec3(-1.f, -0.108f, 0), slave_0); //bottom-right corner mesh.addVertex(vec3(-1.f, +0.108f, 2 * +0.192f), slave_0); //top-left corner mesh.addIndex(0, slave_0); mesh.addIndex(1, slave_0); mesh.addIndex(2, slave_0); mesh.save("slaves.mesh"); May someone know what to do exactly?