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Orthogonal-to-Window View ?

5 replies [Last post]
mloparco
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Joined: 2007-10-16

Is there a way to snap the camera to an orthogonal (i.e., straight on) view of a window (e.g., pdf, image, shared app)? Teleplace has this feature and it is ~very~ handy. I believe that WL 0.4 used to have this but I don't see it in 0.5.

Thanks much,

Mark

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jagwire
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Joined: 2008-06-21

Mark,

If you right click on a shared application, a menu will pop up where you can click on "show in hud". This will allow an orthogonal view in which you describe. I think this is the next evolution of "best view" mode from wonderland 0.4

Best Regards,
jW

mloparco
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Joined: 2007-10-16

Thanks jW. The HUD does seem like an improvement over the 0.4 approach, however, I think that the HUD would work ~even better~ (IMHO) if you could maximize the content to fill the window (subject to aspect ratios, of course) and also have an opacity option to make it 100% opaque if so desired. Any possibilities of that, WL team?

nsimpson
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Joined: 2004-06-03

Hi Mark,

The problem with expanding the on-HUD window to fill the window and making it opaque is that you lose the ability to see the 3D scene "below". What we plan to do is make it possible to pop a window out of the virtual world/HUD onto your desktop as a separate window, so you can interact with the application and see the virtual world unobstructed. I'd prototyped this while working on the app-in-HUD feature and it was actually demoed at Java One last year. This is something we'll introduce in a future release of Wonderland.

By the way, when an application is displayed on the HUD and it has mouse focus, it should go 100% opaque. There's a bug where moving the mouse from an in-world app to an on-HUD view doesn't trigger the change in opaqueness. If that happens, just move the mouse out of the on-HUD view and back in. It should then be fully opaque.

Nigel

mloparco
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Joined: 2007-10-16

Thanks Nigel, I can see the definite utility in having the app pop into a separate window, especially if one is working in a two-monitor configuration. My only issue with the HUD and pop-up is that it breaks the immersive metaphor of being "in-world."

Perhaps another option that allows the user to remain in-world and merely "zoom camera" to an orthogonal view would help keep the sense of immersion (again, 0.4 did this). One nuance is whether the avatar is actually moving in space or merely zooming the camera to the content and remaining in the same x,y,z. We did some work on this camera zoom in 0.4 and I'll see if I can modify the code and submit.

Regards,

Mark

nsimpson
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Joined: 2004-06-03

A "best view" camera mode would be a nice addition to 0.5. One issue to think about is how the user exits from "best view". For example, should avatar navigation trigger a return to the previous camera view? What if you choose "best view" and then take and release control of the application? Should the view revert on release control or wait for avatar motion? User testing is probably the only way to know for sure what works best.

Note that moving the camera is probably the better of the two options. Moving the avatar results in avatars sharing the same space if multiple users select "best view" simultaneously on the same app. We've thought about a layout algorithm that places avatars automatically so they don't overlap, but in that case you'd need to position the avatar and the camera separately.

Note that the app-in-HUD and app-as-separate-window modes have one distinct advantage over "best view" in that you can "take" the app window with you as you navigate the world.

Nigel