Re: [osg-users] Q for getCoordinateFrame in special and matrixManipulator in general

2009-06-02 Thread Robert Osfield
Hi Christian, On Tue, Jun 2, 2009 at 12:19 AM, Christian Sam osgfo...@tevs.eu 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

Re: [osg-users] Q for getCoordinateFrame in special and matrixManipulator in general

2009-06-02 Thread Christian Sam
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

Re: [osg-users] Q for getCoordinateFrame in special and matrixManipulator in general

2009-06-02 Thread Christian Sam
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)

[osg-users] Q for getCoordinateFrame in special and matrixManipulator in general

2009-06-01 Thread Christian Sam
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