Tobias Münch wrote on Monday, February 04, 2008 1:01 PM: > This works, but only partially. > > All Object that are near the coordinate axes where fixed in rotation. > But everything with a certain height above the axis zero level will > be rotated. So the final images gets ugly distorted (Looks like it is > sheared). I played a little bit with the values and indces, but > couldn't improve it.
It isn't clear exactly what you mean, but it sounds like the issue is now just how to get the right rotation in the matrix; you can look up matrix math and rotations on Wikipedia or in a good graphics textbook. Sorry I can't be more help. > On Feb 4, 2008 7:23 PM, Thrall, Bryan <[EMAIL PROTECTED]> > wrote: > > > > Sorry, hit send too soon, updated below... > > Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM: > > > Tobias Münch wrote on Monday, February 04, 2008 11:29 AM: > > >> Hello at all, > >> > >> I have osg::Matrixd view matrix and want to remove the rotation > >> around x- and y-axis. Only rotation around z-axis should stay in > the >> matrix. I try a lot of possibilties but couldn't find a > solution. >> > >> When I make the following steps, the rotation around all axis is > >> removed, not only the two specified axis. The same with > >> osg::Matrixd::makeRotate(..); > >> > >> matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0), > >> osg::Vec3(0,1,0)); > >> > >> matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0), > >> osg::Vec3(1,0,0)); > >> > >> > >> I also tried to set the matrix with complete new values and to > take >> given value for z-rotation, but therefore I miss a function > to read >> the one rotation part (around the z-axis). > >> > >> How can help me? > > > > > Both of those lines *set* matrix to a non-rotating matrix; what you > > want is to *modify* the matrix to remove the X and Y rotations. > > > > The easiest way is to modify the matrix directly: > > > > matrix(0,0) = 1; > > matrix(0,1) = 0; > matrix(0,2) = 0; > matrix(1,0) = 0; > matrix(1,1) = 1; > matrix(1,2) = 0; > > If I didn't mess up my indices, this zeroes out the X and Y > rotations while leaving the Z intact. - Bryan Thrall FlightSafety International [EMAIL PROTECTED] _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

