bool flip = false;
bool texcoord_flip = false;
+#if 0
osg::Vec3d projector = eye - osg::Vec3d(0.0,0.0, distance);
-#if 0
OSG_INFO<<"createParoramicSphericalDisplayDistortionMesh : Projector position = "<<projector<<std::endl;
OSG_INFO<<"createParoramicSphericalDisplayDistortionMesh : distance = "<<distance<<std::endl;
#endif
osg::Vec2Array* texcoords1 = intensityMap==0 ? new osg::Vec2Array : 0;
osg::Vec4Array* colors = new osg::Vec4Array;
+#if 0
osg::Vec3 bottom = origin;
osg::Vec3 dx = xAxis*(width/((float)(noSteps-2)));
osg::Vec3 dy = yAxis*(height/((float)(noSteps-1)));
-
+#endif
osg::Vec3 top = origin + yAxis*height;
osg::Vec3 screenCenter = origin + widthVector*0.5f + heightVector*0.5f;
for(int i=0;i<noSteps;++i)
{
- osg::Vec3 cursor = bottom+dy*(float)i;
+ //osg::Vec3 cursor = bottom+dy*(float)i;
for(int j=0;j<noSteps;++j)
{
osg::Vec2 texcoord(double(i)/double(noSteps-1), double(j)/double(noSteps-1));