Hi Alessandro, If the 3DVisor SDK provides the position and attitude of the camera you should be be to just compute the view matrix of the master camera and assign this per frame, and not assign a custom CameraManipulator at all. If you want to toggle between manipulators or add event handling to your head mount display controls then write a custom CameraManipulator would be the way to go. The TracballManipulator is not a bad place to start.
Robert. On Sat, Sep 13, 2008 at 11:08 AM, alessandro terenzi <[EMAIL PROTECTED]> wrote: > I'm going to use a head-mounted display with integrated head tracker in my > osg application. The tracker sensors, when activated, actually replace the > mouse, so for instance is possible to move the cursor on the desktop just > moving the head. I wonder how to use it inside an osg application, in > particular I thought to modify one of the provided manipulators but, since I > still don't know how manipulators work internally, I'd like to ask an advice > about how to proceed or where to start. > > Looking at examples, it looks like that the DriverManipulator could be very > useful for my goal, because it already lets me move the head to the left and > to the right but I cannot just move the head up and down, so I think it > would be a good idea to start from that manipulator. > > Is still a better way to do it? > > Anyway, if I have to implement a new manipulator, what should I know about > them? How do manipulators work in general? > > Thank you. > Alessandro > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

