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the SceneView object gets deleted and then computing the node center and rotation segfaults, since the nodepath is no longer valid!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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