Oh great,

this is exactly the problem I have now. I divided the
window into three viewports, and assigned an extra
trackball navigator to the camera of each viewport.

I was a bit lazy, so the first VP is still managed by
the SSM and its Navigator. However, in my QT window I
check which VP has been hit. No I tried different
combinations to pass to the mouse methods of the ssm
or remaining navigators, respectively, and the
following happens:

VP 1 (from SSM) doesn't show anything :-(
VP 2 & 3: Rotating somehow works, zooming too, but
panning makes the scene (a torus) vanish and I can't
find it again.

So here's what I observed:
In Navigator::calcDeltas, getPixelWidth() of the VP is
used, but getPixelLeft() is neglected.
In Navigator::setCameraTransformation(), the matrix of
the given Node is not copied to the trackball matrix.

Has there been any progress since Allan started this
thread in March?

Björn


 --- Dirk Reiners <[EMAIL PROTECTED]> schrieb: 
> 
>       Hi Allan,
> 
> On Tue, 2005-03-08 at 14:40 +0100, Allan Rasmusson
> wrote:
> > Hi.
> > I've encountered a strange behaviour of the
> (trackball) navigator. When 
> > attaching a (passive)viewport which fills the
> entire PassiveWindow 
> > everything works fine. If using a viewport which
> only fills the lower 
> > left quadrant of the window, the behaviour of the
> navigator gets messed up:
> > 
> > Rotation around the X-axis works fine.
> > Rotation around the Z-axis works as if the
> viewport took up the whole 
> > window.
> > Rotation around the Y-axis is somehow only
> possible around the center of 
> > the upper left quadrant of the window.
> > 
> > I'm using a QGlWidget which has (0,0) in the upper
> left corner. I've 
> > tried to transform these into (0,0) in the lower
> right corner, but got 
> > the same behaviuor.
> > 
> > Do I somehow need to tell the navigator the center
> of it's coordinate 
> > system, or is there a special transformation need
> to do?
> 
> The Navigators are designed for local coordinates,
> i.e. viewport-
> relative with (0,0) in the upper left corner. But
> there is something
> stranger going on, just subtracting the upper left
> viewport corner
> didn't give me what I expected. Not sure when I'll
> have time to get to
> it. :(
> 
>       Dirk
> 
> -- 
> Dirk Reiners <[EMAIL PROTECTED]>
> 
> 
> 
>
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