The OpenGL view matrix is an inverse transform. Try negating the translation. -Paul
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC Sent: Monday, June 23, 2008 3:44 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] camera view matrix problems... 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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