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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OnoSendai
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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
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OGL3.jpg
OGL3.jpg (7.37 KiB) Viewed 9600 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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Patrice
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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.
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manual_focus_test_01.JPG
manual_focus_test_02.JPG
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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.
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