Hi,

I just wanted to let you know that I've added simple camera controls to the 
eqOSG example.
The same commit also fixes a problem that eqOSG would show the same identical 
scene on all nodes, instead of one big continuous scene.

Some implementation details:
The camera position and viewing direction is passed from the application node 
to the render clients with the frame data. The render clients build a view 
matrix based on this, which they multiply with the head matrix from Equalizer. 
Then this view matrix is set as the view matrix of the viewer.
On the application node, if an event from Equalizer happens, like a key press, 
a move vector is created that is then later added to the position of the 
camera in the frame data.

I hope this is useful for someone.

Regards,
Thomas

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