OpenGL and render views

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Patrice
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OpenGL and render views

Post by Patrice » Fri Jun 13, 2014 12:15 am

I have a request for the size of the OpenGL preview window : is it possible to exactly fit this view, inside blue lines, to the view in the render window ?
But I may missed something ?
(hope you can understand, my english is so bad !)

Thank you

Patrice
OSX 10.9 / Cindigo / RT 3.8.4

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Zom-B
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Re: OpenGL and render views

Post by Zom-B » Fri Jun 13, 2014 12:45 am

I think you refer to having a kind of OpenGL Tab and Render Tab, so you can switch between them instead of a "detached" OpenGL window!?
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Patrice
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Re: OpenGL and render views

Post by Patrice » Fri Jun 13, 2014 2:20 am

No, I just ask for this two views to have the same centring.
I always have a little difference between and I have to refine the centring in the render view if I wan't to change my viewpoint in OpenGL window.

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Re: OpenGL and render views

Post by OnoSendai » Tue Jun 17, 2014 2:32 am

Hi Patrice,
the view is supposed to be the same already.
Can you post an image of any differences?

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yonosoy
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Re: OpenGL and render views

Post by yonosoy » Tue Jun 17, 2014 3:21 am

Hi.
Not sure; when autofocus is on the things works right (openGL and render has the same "center of view"), but if a manual focus is required, every change in the focus alter the values of F-stop and focal lenght and distort the OpenGL ... etc (maybe this is necessary).
A real cam has some possibilities of control too (A-DEP, M(anual), Av, Tv, P... ); so just to ask about the M(anual) behaviour, since a real cam is not well understand. Is rigth in this way? Sometimes the values... Excuses.
Thanks in advanced, if helps...
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Patrice
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Re: OpenGL and render views

Post by Patrice » Tue Jun 17, 2014 7:09 pm

Hi,

Here is an exemple, with some seetings.

Indigo RT 3.8.4 / last Cindigo / Mac OS 10.9.3
Attachments
OGL3.jpg
OGL3.jpg (7.37 KiB) Viewed 3330 times
OGL2.jpg
OGL1.jpg

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Patrice
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Re: OpenGL and render views

Post by Patrice » Tue Jun 17, 2014 7:18 pm

I have just seen that Open GL view does not take in account shift up and shift right of the camera.
This is why I don't have the same view !

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Re: OpenGL and render views

Post by OnoSendai » Tue Jun 17, 2014 11:38 pm

Ah, this is a (known) problem with lens shift not being matched by the OpenGL view. Will fix.

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Re: OpenGL and render views

Post by OnoSendai » Wed Jun 18, 2014 2:57 am

Fixed for next release.

I've also added some grey to the sides/top and bottom of the preview to make it a bit easier to see:
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OpenGL_preview.PNG

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Re: OpenGL and render views

Post by Patrice » Wed Jun 18, 2014 7:16 am

Thank you !

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yonosoy
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Re: OpenGL and render views

Post by yonosoy » Thu Jun 19, 2014 12:23 am

Hi, the behaviour described above is now understand.
If a pick-focus-point is done whit the option autofocus off (of course), in order to mantain the perspective the cam reset the values of depth of field and F-stop. This alter the apperture diffraction effects and because of this usually a reset is performed, changing the view and mantaining the aperture setup.
Only unknowledge, sorry.
Attachments
manual_focus_test_01.JPG
manual_focus_test_02.JPG
"... the hamster don't see the wheel, and this wasn't said before." (yoS eidaN "el Olvidao")
"... nor 0.2 galaxys, nor 0.8 little chikens ..."


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yonosoy
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Re: OpenGL and render views

Post by yonosoy » Thu Jun 19, 2014 12:33 am

Ah, forgotted...
The strange thing is that if the try is to change the focus-distance with the box value, the cam do a reset like with the pick-focus option... This is a normal behaviour too ? The question is because if the value is changed in XML all works fine. The more smaller and macro is the cam, the more accused is the behaviour.
Sorry again.
"... the hamster don't see the wheel, and this wasn't said before." (yoS eidaN "el Olvidao")
"... nor 0.2 galaxys, nor 0.8 little chikens ..."


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