Hi everyone!!

I've tried to add a slave camera using setViewMatrixAsLookAt to an example
but i cannot get the desired result. I try to view a boat from 2 different
points. Here is the code:
#include <osgViewer/Viewer>

#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/StateSet>
#include <osg/Geometry>
#include <osg/CameraView>

#include <osgViewer/CompositeViewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgDB/ReadFile>

#include <osgDB/ReadFile>
#include <osg/Texture2D>

#include <osgGA/StateSetManipulator>

#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <iostream>
#include <osgUtil/Optimizer>
#include <osgUtil/SmoothingVisitor>

#include <iostream>
int main()
{
       osg::Node* groundNode = NULL;
       osg::Node* tankNode = NULL;
       osg::Group* root = new osg::Group();
       osgViewer::Viewer viewer;
       osgViewer::Viewer vista;
       osg::PositionAttitudeTransform* tankXform;

      //groundNode = osgDB::readNodeFile("");
      tankNode = osgDB::readNodeFile("/root/ElephantTank/PBoat.3DS");

       // Create green Irish sky
       osg::ClearNode* backdrop = new osg::ClearNode;
       backdrop->setClearColor(osg::Vec4(0.0f,0.0f,0.5f,1.0f));
       root->addChild(backdrop);
       root->addChild(groundNode);

       tankXform = new osg::PositionAttitudeTransform();

       root->addChild(tankXform);
       tankXform->addChild(tankNode);
       tankXform->setPosition( osg::Vec3(100,100,100) );
       tankXform->setAttitude(osg::Quat(osg::DegreesToRadians(-30.0),
osg::Vec3(0,2,0) ) );


       //~ viewer.getCamera()->setViewport(0,0,100,100);
       //~
viewer.getCamera()->setViewMatrixAsLookAt(osg::Vec3d(5000,500,5000),osg::Vec3d(0,100,0),osg::Vec3d(1,1,1));

        osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
        traits->x = 250;
        traits->y = 200;
        traits->width = 800;
        traits->height = 600;
        traits->windowDecoration = true;
        traits->doubleBuffer = true;
        traits->sharedContext = 0;

        osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
        if (gc.valid())
        {
            // need to ensure that the window is cleared make sure that the
complete window is set the correct colour
            // rather than just the parts of the window that are under the
camera's viewports
            gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
            gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        }
        else
        {
            osg::notify(osg::NOTICE)<<"  GraphicsWindow has not been created
successfully."<<std::endl;
        }

       unsigned int numCameras = 1;
        double aspectRatioScale = 1.0;
        for(unsigned int i=0; i<numCameras;++i)
        {
            osg::ref_ptr<osg::Camera> camera = new osg::Camera;
            camera->setGraphicsContext(gc.get());
            camera->setViewport(new osg::Viewport((i*
traits->width)/numCameras,(i* traits->height)/numCameras,
traits->width/numCameras,  traits->height/numCameras));
            GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;

camera->setViewMatrixAsLookAt(osg::Vec3d(0,0,10),osg::Vec3d(0,0,0),osg::Vec3d(0,1,0));
            camera->setDrawBuffer(buffer);
            camera->setReadBuffer(buffer);

            viewer.addSlave(camera.get(), osg::Matrixd(),
osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
        }

       viewer.setSceneData(root);


       return(viewer.run());

}


I suposse that setViewMatrixAsLookAt follows the same convention as opengl
glulookat
I've read different pages trying to get an aswer. The closer is using
osg::View to positioning the camera

Thanks for your help
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