Hi Terry,
I think the main problem is that OpenSG expects a properly set up camera
(i.e. Camera in the Viewport and a valid beacon) to work. I know OSG
separates that better, but there are some things that are not obvious
from the OpenGL matrices that I don't want to loose, so for now I don't
see a way to lift that requirement. You can probably get it to work for
some cases, but (as you experienced ;) that's unreliable.
Yours
Dirk
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