Jon Berndt writes: > > > Jon Berndt writes: > > > > > > > Could this be solved if the "camera viewpoint" looked at the CG > > > instead of the VRP? What is being done, now? > > > > The camera viewpoint need not necessarily be either or any fixed point > > i.e. the camera should be free to look around :-) > > > > What is required is that the 'center of rotation' of the aircraft is > > about the proper point. > > I used to think this way, but now I am very suspicious. EVEN IF the aircraft > is properly rotating about its CG in world space (like it really would, > physically) -- regardless of the method we use to implement that rotation > (i.e. using the VRP achieves the same end result: rotation about the CG) ... > EVEN IF the aircraft is correctly rotating about its CG, what does it LOOK > LIKE it is doing if the camera is pointing AT the aircraft VRP (nose) AND if > that "look at" point is kept centered in the view? I suspect that in this > case, it will LOOK LIKE the aircraft is rotating about its nose. Its the > same idea, in reverse, that lead us to create the VRP for actual aircraft > rotations. What if the view instead is aimed so the "look at" point is the > aircraft CG?
For the default the look-at point should be a fixed point within the aircraft reference frame or the Aircraft Center of Gravity. this can and probably should be an option The ability to have an arbritrary camera orientation is 'sugar' < read 'eye candy' > that can be added later BTW - Good to see you made it through to today even after having used a computer yesterday :-) Cheers Norman _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel