Sorry for the confusion, but that is actually what I do.  In preFrame, 
after I set the rotation/forward values, I do the following:

   OSG::beginEditCP(mSceneTransform);
      mSceneTransform->getMatrix().setValue(mNavigator.getMatrix());
   OSG::endEditCP(mSceneTransform);

I am actually using a modified OpenSGNav juggler sample application, 
changing it to use keyboard input and a FlyNavigator instead of wand input.

http://developer.vrjuggler.org/browser/juggler/trunk/modules/vrjuggler/samples/OpenSG/simple/OpenSGNav

Thanks,
Alan

Daniel E. Shipton wrote:
> On 4/19/07, Alan Austin <[EMAIL PROTECTED]> wrote:
>   
>> I am.
>>
>> Just for some clarification, my scene graph looks as follows:
>>
>> mSceneRoot:[mSceneTransform]
>>                        |
>>    mLightNode:[DirectionalLight]
>>                        |
>>       mLightBeacon:[Transform]
>>                        |
>>                 mModelRoot
>>
>> I use the navigator's getMatrix() as the transformation matrix for
>> mLightBeacon's transform.  So, I don't think VRJuggler's presence should
>> matter, but I don't really know.
>>     
>
> You should be updating the mSceneTransform matrix. This will move the
> scene around you.  Look at the VR Juggler sample apps to get an idea
> of how to navigate through the scene. Even the OpenGL ones can give
> you a sense of how to navigate.
> http://developer.vrjuggler.org/browser/juggler/trunk/modules/vrjuggler/samples
> http://developer.vrjuggler.org/browser/juggler/trunk/modules/vrjuggler/test/Draw/OGL
>   

-- 
------------------------------------------------
Alan Austin             Cell 515-708-2851
Computer Science        Liberal Arts and Science
Beijing Project - VRAC - ISU
[EMAIL PROTECTED]



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