Hi Brede,

You effects like this I tend to have a custom Node that manages a set
of internal Camera that it updates then traverses.  The
osgShadow::ShadowMap and osgSim::OverlayNode are examples of this.
Using the approach allows you to manage multiple cameras and multiple
threading easily.

Robert.

On 6/11/07, Brede Johansen <[EMAIL PROTECTED]> wrote:
Hi,

I'm looking for a way to update the view matrix of a scene camera
based on the position of the main (matrix manipulator controlled)
camera.  This is needed to render the scene from under the water
surface to update a reflection texture for the water.

I tried a camera cull callback but the model-view is pushed before the
callback is used in CullVisitor::apply(Camera&).

Regards,
Brede
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