Hello Keyan,

On 06/27/2012 04:27 PM, Keyan wrote:
> this issue is now really getting a pain …
>
> I need shadows, which are calculated independent of the camera's position to 
> the center of origin. Setting and fixing some boxes, which lead to a poor 
> shadow calculation, as suggested, is not an option.
>
> My current idea is the keep the OpenSG-navigator fixed, and to implement my 
> own camera, that translates my scene back to the center of origin, so that 
> everything is within the shadow-calculation area.
>
> The problem that I now have is the following: how can I do what in gl is know 
> as glLoadIdentity(). For some reason, I just can't figure out how to set the 
> navigator such that geFrom results in 0, 0, 0, getAt results in 0, 1,0 and up 
> results in 0,0,1. Using the setFrom/setAt/setUp lead to somewhat unexpected 
> results. So i would like to "reset" the scene graph at the very first node, 
> to then apply my own transformations, from a well defined initial state.

hmm, I'm not sure I'm following: Navigators are usually set up to 
manipulate the camera beacon. If you don't want that you can either have 
it modify a different transform or assign a different beacon node to 
your camera (or have no beacon node at all).
A camera without beacon will be in the origin of the world coordinate 
system looking down the -z axis.
You can move the scene by having a transform at the top of your 
hierarchy. You could even have the navigator modify that transform, but 
it would probably produce inverted movements from what you'd expect, 
because the navigators are intended for moving cameras not the scene.

        Hope it helps,
                Carsten

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