Hello all,

I've been working on an application which can have several windows
displaying the same scene. Each one of my windows has a osgUtil::SceneView
object which I use to cull and draw onto it. Windows are created one after
the other, meaning I'll have several osg::Camera objects as parents to my
scene.

Everything seems to be working fine until I try to track a node with
NodeTrackerManipulator in the window which was created the second. For some
reason when the NodeTrackerManipulator collects the nodepath, it always gets
the camera that belongs to the first SceneView object instead of finding the
camera that belongs to the SceneView we are drawing from. This causes the
camera to look really weird, since the wrong matrices are being taken into
account when computing the node center and rotation.

What's even worse is that if I then close the first window, the SceneView
object gets deleted and then computing the node center and rotation
segfaults, since the nodepath is no longer valid!

Is there some way to prevent NodeTrackerManipulator from getting confused
like this? Is this the "normal" behavior for this manipulator?

Thanks in advance,
Alejandro.-

-- 
[EMAIL PROTECTED]
http://varrojo.linuxuruguay.org
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