I'm attempting to explicitly set the view matrix for a camera in osgViewer.
I'm not using viewer-run() so I'm not using the default camera manipulator.
Here's the code I'm using:
osg::Matrixf vm;
vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),
Hi Shayne,
The view matrix is the matrix that takes the world coordinates into
eye coordinates, not the eye into world, so you'll need to apply the
inverse of what you are doing.
Robert.
On Mon, Jun 23, 2008 at 10:43 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
: [osg-users] camera view matrix problems...
I'm attempting to explicitly set the view matrix for a camera in osgViewer.
I'm not using viewer-run() so I'm not using the default camera manipulator.
Here's the code I'm using:
osg::Matrixf vm;
vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0
To: OpenSceneGraph Users
Subject: Re: [osg-users] camera view matrix problems...
Paul,
I was assuming that setViewMatrix() behaved the same way as the OpenGL
modelview matrix, that is, world to eye.
I tried negating the translation part which seems to have moved me to the
right place but I'm facing
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