Hello Carsten,

it actually did. I have now solved the issue.

Thanks,
Keyan

On 28 Jun 2012, at 17:48, Carsten Neumann wrote:

>       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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