HI Nick,

Try getting the camera manipulator to recompute its home position when
you change the scene via:

   viewer.getCameraManipulator()->computeHomePosition();

Or just set it manuual via:

   viewer.getCameraManipulator()->setHomePosition(...);



On 8/28/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
>
> OK,
>
> I've tried redefining the manipulator directly and I tried with the main 
> camera. Both methods fail to actually update the trackball's center & radius.
>
> Ex:
>
> m_rpMainCamera->setViewMatrixAsLookAt( vnew_eye, vnew_center, vnew_up );
>
>     or...
>
> m_rpTerrainManipulator->setHomePosition( vnew_eye,v new_center, vnew_up );
>
> What's the recommended way to do this?
>
> Thanks,
>
> - Nick -
>
> >
> > How can I make sure an object fits inside a camera view after loading a new 
> > scene. All the examples load scenes and Viewer/Camera at startup. I want to 
> > add nodes to an existing scene; not create a new one.
> > My OSG tree looks like this:
> >                                + File 1
> >                                |
> >              + Scene ----+ File 2
> >              |                |
> >              |                + File ...
> > Root ----+
> >              |
> >              + Grid
> >              |
> >              + Axis
> >              |
> >              + HUD Camera
> > (Both Root and Scene are Switch groups, so I can selectively show/hide 
> > their children)
> > The problem is that whenever I load a new file/node, it doesn't always show 
> > up on screen. My guess is that some objects are outside the view volume. I 
> > could write a simple function to update Scene's bounds and make sure they 
> > fall within the fustrum, but I'm sure there's an existing method to do 
> > this...
> > - Nick -
>
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