"John Galt" writes:
> What is happening is that the eye instead of being fixed at say (X1,Y1,Z1) is
> revolving around that point in a small circle while pointing to the correct
> center!
See src/osg/Matrix_implementation.cpp, line 922:
preMultTranslate(-eye);
The origin of the camera is
Hi,
What is happening is that the eye instead of being fixed at say (X1,Y1,Z1) is
revolving around that point in a small circle while pointing to the correct
center!
Thank you!
Cheers,
John
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26472#2
John,
you can compose the rotation (roll, pitch, yaw) matrices yourself or
have a look at osgSim::DOFTransform documentation. Then, set the
position and orientation of the camera with
viewer.getCamera()->setViewMatrix().
--
Alberto
___
osg-users mailing
Hi John,
I'm not going to dive into trying to understand your maths, there are
plenty of stuff about vector maths on the web as a resource to draw
upon that could explain things much better than I could. On the OSG
side you have setViewMatrixAsLookAt which is standard gluLookAt
behavior, or setVi
Redbeard wrote:
> Hi,
>
> I am using the setViewMatrixAsLookAt to set up my camera.
>
> I have set up my camera as follows:
>
>
> > viewer.getCamera()->setViewMatrixAsLookAt(osg::Vec3(XCoordinate,YCoordinate,ZCoordinate),
> > osg::Vec3(XCoordinate -
> > 10*cos(osg::DegreesToRadians(Pitch))*s
Hi,
I am using the setViewMatrixAsLookAt to set up my camera.
I have set up my camera as follows:
> viewer.getCamera()->setViewMatrixAsLookAt(osg::Vec3(XCoordinate,YCoordinate,ZCoordinate),
> osg::Vec3(XCoordinate -
> 10*cos(osg::DegreesToRadians(Pitch))*sin(osg::DegreesToRadians(Yaw)),YCoord
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