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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