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The world space viewer provides more insight on the scene, as it enables you to visually observe the projection frustum and to interact with it, so that you can get a better understanding on what is actually going on. Instead of executing it the scene's projection, it draws it in its frustum form. Hence, another camera is set up that observes the scene in its frustum, which can be manipulated interactively. See the Controls for more details regarding interaction. This viewer has many option settings, such as the ability turn on or
off the rendering of the axes, frustum and X-Y grid and to set the camera
to use either an orthographic or a perspective projection, amongst many
others. Further information: The following table contains the actions that can be performed with the world space viewer, along with the primary and alternate control methods that enable you to execute them. All of the actions can be performed with a 3-button mouse, but if you don't have one, then you can use the alternate controls, where keyboard number keys are introduced as modifiers to a simple left-button mouse click.
Note: the above naming of left and right mouse buttons assumes a right-handed mouse.
Viewports are NOT supported in the world space view. If viewports are used, then they will just be ignored by this viewer. However, they will work correctly in the screen space view. Unlike the screen space viewer, the world space viewer's scene is reinitialized (i.e. the OpenGL state is cleared and the initialization commands are re-executed) EVERY time a redraw is made. This is necessary, as the camera has an effect on the initialization commands and the most common reason that an update would be required is because the camera has been repositioned / rotated, etc. Last Updated: March 4, 2004 |
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