georgem1956 wrote in Tue Sep 04, 2018 12:06 pm:Also, it would be nice to find a set of config instructions that applied to ver. 2018.2.2. All that I have found so far refers to editing the preferences.xml file.
georgem1956 wrote in Tue Sep 04, 2018 12:06 pm:I set up a separate camera-views.xml file and tried to include it in the rendering tag <rendering include="camera-views.xml"> but the interpreter would not pull that file in. In other words I couldn't get the include to work.
<window>
<name>FGFS multiscreen</name> <!-- the window name that can be referenced to by different cameras.-->
<host-name type="string"></host-name> <!--I have no idea what this does, so I think you can ommit this-->
<display>4</display> <!--The number of the screen that is the origin of the window. This doesn't always correspond with the window number you find in screen settings in Windows, it can come to some trial and error-->
<screen>4</screen> <!-- idem @ display -->
<width>3840</width> <!-- the width of the screen in pixels; this example is for a 2 x 2 setup with four screens of 1920 x 1080 pixels, so 2x1920 = 3840-->
<height>2160</height> <!--the height of the screen in pixels, so 2 x 1080 = 2160 -->
<x>0</x> <!--the origin of the window, left-->
<y>0</y> <!--the origin of the window, top-->
<decoration type="bool">false</decoration> <!--this defines whether (true) or not (false) the window has to be windowed or full-screen.-->
</window>
<camera>
<window> <!--This defines the window in which the camera is drawn)-->
<name type="string">FGFS multiscreen</name>
</window>
<viewport>
<!--This defines the place in the window where the camera should be drawn. x 0 is at the left side, y 0 is at the bottom.
You mesure this in pixels. So if you have 3 screens of say 1920 x 1080 pixels, arranged in a 3 x 1 setup, your window definition should be 5760 pixels wide and 1080 pixels high.
The origin of your left camera would be <x>0</x> <y>0</y>, the center camera's origin would be <x>1920</x> <y>0</y> and the right one would be <x>3840</x> <y>0</y>.
If you have screens above each other, the y value will increase with the screen's y resolution.-->
<x>3840</x>
<y>0</y>
<width>1920</width> <!--The width of this camera in pixels, normally the same as your screen-->
<height>1080</height> <!--The height of this camera in pixels, normally the same as your screen-->
</viewport>
<view>
<!--These x, y and z coordinates define the origin of the camera in the simulator, compare it to the position of the eye of the pilot who is watching and drawing everything in the cameras.
x is left/right, y is up/down and z is forward/back. Normally these will be equal for all your cameras, otherwise your setup will show strange results.-->
<x>-0.01</x>
<y>-0.16</y>
<z>0.5781</z>
<!--Here comes the magic. I'd suggest to start with a setup where the screens are arranged in one plane, so you don't have to modify the heading, pitch and roll values, and leave them all at 0.
In that way you 'll get a basic understanding of what everything does. Then when this goes well, you can start modifying these. I 've learned by trial and error that it all keeps quite simple when you
leave the pitch at 0 and move the heading. Left is positive, right is negative. You have to measure the heading between a straigth forward line (from your eyes) to the straight line between your eyes and the
offset screen. Make sure all your screens are perpendicular to your line of sight, otherwise you 'll have issues.
I had the bad luck that I learned how to modify this in the 777, which has an offset pitch of 17.1 degrees from itself. This means that I have a pitch-deg value of 17.1, in the front screens, and this has influence
when you adjust the heading-deg value. You have to compensate with some roll and adjusted pitch, and here it really comes to some feeling and trial and error. So I strongly suggest to only play with one value at once:
only the heading, only the pitch or only the roll.-->
<heading-deg type="double">-35</heading-deg>
<pitch-deg type="double">0</pitch-deg>
<roll-deg type="double">0</roll-deg>
</view>
<frustum>
<!--The frustum defines the "window" that is drawn by the camera. The units are all meters, and are defined by your real world setup. You just have to draw an imaginary line between your eye
and the point at your screen that the perpendicular line of sight to the screen falls upon. I'll call this the center-point below. It's the point that is straight in front of your eyes.
I 'll explain below how you get them.-->
<top>0.133</top> <!--The offset between the top of the screen and your center-point. In this example, the center-point is 13,3 cm beneath the top of the screen.-->
<bottom>-0.135</bottom> <!--The offset between the bottom of the screen and your center-point. In this example, the center-point is 13,5 cm above the bottom of the screen. This means that the screen should be 26,8 cm heigh!-->
<left>-.2425</left> <!--The offset between the left border of the screen and the ctr-pt. It is 24,25 cm left of the center-point.-->
<right>.2325</right> <!--The offset btn the right border of the screen and the ctr-pt. It is 23,25 cm right of the center-point, and your screen should be 27,5 cm wide.-->
<near>0.86</near> <!-- This is the distance between your eye-point and the screen in centimeters.-->
<far>120000.0</far> <!--You can leave this as is.-->
</frustum>
</camera>
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