Hi Shayne,

The view matrix is the matrix that takes the world coordinates into
eye coordinates, not the eye into world, so you'll need to apply the
inverse of what you are doing.

Robert.

On Mon, Jun 23, 2008 at 10:43 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> I'm attempting to explicitly set the view matrix for a camera in osgViewer.
> I'm not using viewer->run() so I'm not using the default camera manipulator.
> Here's the code I'm using:
>
>
>
> osg::Matrixf vm;
>
> vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),
>
>                                                    0.0, osg::Vec3(1.0, 0.0,
> 0.0),
>
>                                                    0.0, osg::Vec3(0.0, 1.0,
> 0.0)));
>
> vm.setTrans(osg::Vec3f(eyex, eyey, eyez));
>
> viewer->getCamera()->setViewMatrix(vm);
>
>
>
> I'm expecting to see a view of the terrain that is centered around (eyex,
> eyey, eyez) and I see nothing. Can someone tell me what I'm doing wrong in
> the code above?
>
>
>
> Thanks,
>
> -Shayne
>
>
>
> P.S. When I use the command:
>
>
>
> viewer->setViewMatrixAsLookAt()
>
>
>
> with the same eye point (with lookat and up vectors), I can see the terrain
> as expected…
>
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> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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