Re: [osg-users] Bizzare setViewMatrixAsLookAt behavior !!

2010-04-06 Thread Alberto Luaces
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 set

Re: [osg-users] Bizzare setViewMatrixAsLookAt behavior !!

2010-04-05 Thread John Galt
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:

Re: [osg-users] Bizzare setViewMatrixAsLookAt behavior !!

2010-04-03 Thread Robert Osfield
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

Re: [osg-users] Bizzare setViewMatrixAsLookAt behavior !!

2010-04-03 Thread Alberto Luaces
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

[osg-users] Bizzare setViewMatrixAsLookAt behavior !!

2010-04-02 Thread John Galt
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 -

Re: [osg-users] Bizzare setViewMatrixAsLookAt behavior !!

2010-04-02 Thread John Galt
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 -