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This projection node describes a projection for the Viewport that is a flat projection described by simple frustum, which may be asymmetric.

Children

FOV [ 1 ]

This element describes the field of view used the camera in this planar projection.

down [ float ]

The angle (in degrees) that is covered by the camera between the central point and the bottom border of the of the viewport. The down and up angles added together are the vertical field of view of the viewport.

up [ float ]

The angle (in degrees) that is covered by the camera between the central point and the top border of the of the viewport. The down and up angles added together are the vertical field of view of the viewport.

left [ float ]

The angle (in degrees) that is covered by the camera between the central point and the left border of the of the viewport. The left and right angles added together are the vertical field of view of the viewport.

right [ float ]

The angle (in degrees) that is covered by the camera between the central point and the right border of the of the viewport. The left and right angles added together are the vertical field of view of the viewport.

distance optional [ float ]

The distance (in meters) at which the virtual render plane is placed. This value is only important when rendering this viewport using stereocopy as the distance and the Users eyeSeparation are used to compute the change in frustum between the left and the right eyes.

Offset [ 0 - 1 ]

A linear offset in meters that is added to the virtual image plane. Must define three float attributes x, y, and z. The default values are x=0, y=0, z=0, meaning that no offset is applied to the image plane.

Orientation [ 0 - 1 ]

Describes a fixed orientation for the virtual image plane. This can be provided either as Euler angles or as a quaternion. The two modes cannot be mixed. The following descibes the different attributes that can be used for the orientation. Please note that all attributes for the chosen method have to be specified. If the Matrix attribute is also specified, it will overwrite the value specified here.

Euler angles:

  • pitch or elevation: negative numbers tilt the camera downwards; positive numbers tilt upwards. The allowed range is [-90, 90].
  • yaw, heading, or azimuth: negative numbers pan the camera to the left; positive numbers pan to the right. The allowed range is [-360, 360].
  • roll or bank: negative numbers rotate the camera to the left; positive numbers to the right. The allowed range is [-180, 180].

Quaternion:

  • x
  • y
  • z
  • w

Example: <Orientation pitch="20.0" elevation="-12.0" roll="0.0" />