[osg-users] camera view matrix problems...

2008-06-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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),

Re: [osg-users] camera view matrix problems...

2008-06-23 Thread Robert Osfield
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:

Re: [osg-users] camera view matrix problems...

2008-06-23 Thread Paul Martz
: [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

Re: [osg-users] camera view matrix problems...

2008-06-23 Thread Gordon Tomlinson
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