Hi,
okay, after some examples debugging i think i got it:
a CoordinateSystem is a user added node, which provides methods that allow to
setup a matrix with lat/lon instead of cartesian coordinates.
on flat environments, there is no need to setup a CoordinateSystem. when
getCoordinateFrame(pos)
Hi robert,
thanks for replying. after some thoughts about it, i will ask the second
question another way.
how can i get a coordinateframe from only providing a position?
Code:
CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye )
- respectively
holds a coordinateFrame in case of
Hi Christian,
On Tue, Jun 2, 2009 at 12:19 AM, Christian Sam wrote:
> - the first thing that confused me was, that Y/Z-vector directions are now
> the openGL-way. (is there a reason why OSG normally uses Y as forward-vector?)
Yes there is a reason.
I presume you also want to know what that rea
Hi community, i'm currently trying to understand how the various
camera-manipulators work (trackball, terrain, ufo, etc.) and several questions
arrived:
- the first thing that confused me was, that Y/Z-vector directions are now the
openGL-way. (is there a reason why OSG normally uses Y as forwa
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