"Dvorak, Daniel J." wrote:

> ... I've looked at the "lookAt" method in
> Transform3D, but then I still have to calculate which way I want to be "up"
> in the view.

        One nice thing about the lookAt() method is that the "up"
        vector doesn't need to be exact (i.e. it does not need to be
        perpendicular to the line of sight).  It's just got to be "close".
        For example, I generally use an up vector of [0,1,0] and as long
        as my gaze vector is "reasonable" (not colinear with the up vector)
        I get the desired behavior--a "non-tilted" view of the scene
        modeled in a Y-up coordinate space (Java3D's default).

                   up
                    ^   gaze 1
                    |  /
                    | /                 This up vector is good for all gazes.
                    |/
                    +------ gaze 2
                     \
                      \
                       \
                        gaze 3

--
Allen L. McPherson               Member Holstein Aerobatic Club
Los Alamos National Laboratory   Scientific Viz / Advanced Computing Lab
Box 1663 Group:CIC-ACL MS:B287   [EMAIL PROTECTED]
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