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<window>.setViewOffset
Apply an offset to the window's view matrix
<window>.setViewOffset( |
|
matrix |
eye = viz.BOTH_EYE |
mode = viz.PRE_MULT |
) |
|
eye = viz.BOTH_EYE
The eye to apply the view offset to. Can be one of the following:
viz.BOTH_EYE
viz.LEFT_EYE
viz.RIGHT_EYE
mode = viz.PRE_MULT
Controls whether the offset is pre or post multiplied with the existing view matrix. Can be one of the following values:
viz.PRE_MULT
viz.POST_MULT
Remarks
Use this command to apply an offset to the windows view matrix. It's typically used in multiple display setups (e.g. CAVEs, domes, ...). For example, in a CAVE setup the right wall would have a 90 degree rotational offset applied.
When rendering in stereo, the view offset is applied after the IPD shift is applied.
Return Value
None
Example
offset = viz.Matrix.euler( 90, 0, 0 )
viz.MainWindow.setViewOffset( offset )