I'm trying to get up to speed on using Pangolin. I'm starting with the first example:
https://github.com/stevenlovegrove/Pangolin/blob/master/examples/HelloPangolin/main.cpp
which I'll reproduce here for convenience:
#include <pangolin/pangolin.h>
int main( int /*argc*/, char** /*argv*/ )
{
pangolin::CreateWindowAndBind("Main",640,480);
glEnable(GL_DEPTH_TEST);
// Define Projection and initial ModelView matrix
pangolin::OpenGlRenderState s_cam(
pangolin::ProjectionMatrix(640,480,420,420,320,240,0.2,100),
pangolin::ModelViewLookAt(-2,2,-2, 0,0,0, pangolin::AxisY)
);
// Create Interactive View in window
pangolin::Handler3D handler(s_cam);
pangolin::View& d_cam = pangolin::CreateDisplay()
.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0f/480.0f)
.SetHandler(&handler);
while( !pangolin::ShouldQuit() )
{
// Clear screen and activate view to render into
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
d_cam.Activate(s_cam);
// Render OpenGL Cube
pangolin::glDrawColouredCube();
// Swap frames and Process Events
pangolin::FinishFrame();
}
return 0;
}
Having a background in related topics I can understand most of this code is doing, however I'm unclear on what s_cam and d_cam are, can anybody who is familiar with Pangolin explain this?
Before somebody says "read the documentation", I did build the Pangolin documentation but that basically just lists the functions and didn't help much.
Also I should mention this is a difficult thing to Google on due to Pangolin being the same name as the animal, and also there is a company that makes laser products with the same name.