Dirk,
Quoting Dirk Reiners <[EMAIL PROTECTED]>:
>
> Hi Toni,
>
> On Wed, 2005-08-17 at 14:13 +0200, [EMAIL PROTECTED] wrote:
> > [...]
>
> The problem is that the beacon is on top of your objects. That's the way
> to do camera-relative objects (as the object is in the same coordinate
> system as the camera resp. its beacon). Give the beacon a separate Node
> (it doesn't even have to be in the scenegraph) and things should work.
>
> Alternatively you can use a MatrixCamera, which directly takes modelview
> and projection matrix. Word of warning: OpenSG's MatrixLookAt is
> designed for OpenSG and gives you the inverse of OpenGL's lookat.
>
> Hope it helps
>
> Dirk
yes it helped, thank you! Hope I used it as it is supposed to be used...
For the archive:
//[...]
TransformPtr CamTrans;
CamTrans = Transform::create();
beginEditCP(CamTrans);
Matrix lookAtMatrix;
osg::MatrixLookAt( lookAtMatrix, 0, 0, -100, 1, 0, 0, 0, 1, 0 );
CamTrans->setMatrix(lookAtMatrix);
endEditCP(CamTrans);
rootScene = Node::create();
beginEditCP(rootScene, Node::CoreFieldMask | Node::ChildrenFieldMask);
{
rootScene->setCore(CamTrans);
rootScene->addChild(scene);
}
endEditCP (rootScene, Node::CoreFieldMask | Node::ChildrenFieldMask);
NodePtr beaconNode = Node::create();
beginEditCP( beaconNode );
beaconNode->setCore(Transform::create());
endEditCP( beaconNode );
PerspectiveCameraPtr camera = PerspectiveCamera::create();
beginEditCP(camera);
camera->setBeacon( beaconNode );
camera->setFov( deg2rad( 60 ) );
camera->setNear( 0.5 );
camera->setFar( 8000 );
endEditCP(camera);
//[...]
beginEditCP(vp, Viewport::CameraFieldMask );
{
vp->setCamera( camera );
}
endEditCP(vp, Viewport::CameraFieldMask);
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