On 19 Jan 2009 at 9:44, Robert Hanson wrote:
> There must be some way of defining the VRML view -- look for a
> definition of a 4x4 transformation matrix (includes zoom and
> centering) or a 3x3 rotation matrix. Those are available via Viewer
> methods. 

Don't know what to do with the orientation matrix.

This is the vrml doc I found:
"The position and orientation fields of the Viewpoint node specify relative 
locations in the 
local coordinate system. Position is relative to the coordinate system's origin 
(0,0,0), while 
orientation specifies a rotation relative to the default orientation. In the 
default position and 
orientation, the user is on the Z-axis looking down the -Z-axis toward the 
origin with +X to 
the right and +Y straight up. "



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