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
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:
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
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
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osg-users mailing
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 -
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 -
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