Hi,
I changed the order of matrix manipulations and put everything in a single
transformation only.
But the result I m getting is same. The geometry is going out of view. I dont
understand the problem. Pls anyone correct me.
Thank you!
Cheers,
Akilan
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Hi Akilan;
Matrix multiplaction is not commutative. If you change the order of matrix
as a result the accumulated matrix will behave different as you anticipated.
So order of matrix multiplexing is Scale, Rotate and lastly Translate. So in
multiplexting operation order of them as follows;
Accumula
Hi,
yeah. I found my geometry center as ( 0.04,0.075,0.0). So first I do the
rotation of 90 degree about z-axis and then translating my geometry to 0 by
subtracting the aboive center values.
Again I m getting my geometry is translated and half of the geometry is off
the view. Have a look at m
Hi,
Akilan Thangamani wrote:
Hi,
Yes. I changed the way I was doing. I set geometry under a matrix transform
node and trying to rotate the geometry 90 degree over Z-axis. It s getting
translated too. I want to know how much unit I have to translate it back and
If I want to rotate on o
Hi,
Akilan Thangamani wrote:
Hi,
Actually, I would like to simulate a navigation control for north
orientation as available in google earth. I wanted to rotate the
control along the X-axis(+/-) that will get reflected on geocentric
virtual earth. I set the camera to the geometry(navigation con
Hi,
Actually, I would like to simulate a navigation control for north orientation
as available in google earth. I wanted to rotate the control along the
X-axis(+/-) that will get reflected on geocentric virtual earth. I set the
camera to the geometry(navigation control). What I thought was th
Hi,
Akilan Thangamani wrote:
Hi,
I understand that this problem has already been discussed . But as I was not
able
to understand clearly I post my simple camera rotation problem., I written a
code
osg::ref g_camera=new osg:::camera;
g_camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,
Hi,
I understand that this problem has already been discussed . But as I was not
able
to understand clearly I post my simple camera rotation problem., I written a
code
osg::ref g_camera=new osg:::camera;
g_camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
g_camera->setReferenceFrame
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