Here's what I do using euler angles (_camAng) and position (_camPos). osg::Quat quat(_camAng[0],osg::X_AXIS,_camAng[1],osg::Y_AXIS,_camAng [2],osg::Z_AXIS); osg::Matrix viewMat = osg::Matrix::rotate(quat) * osg::Matrix::translate (_camPos); viewMat.preMult(osg::Matrix::rotate(osg::PI_2,osg::X_AXIS)); viewMat.invert(viewMat); _camera->setViewMatrix(viewMat);
Brian [EMAIL PROTECTED] wrote: ----- To: "OSG Mailing List" <[email protected]> From: "Renan Mendes" <[EMAIL PROTECTED]> Sent by: [EMAIL PROTECTED] Date: 09/17/2008 10:30AM Subject: [osg-users] Camera control and view matrix Hi, I need some references on camera control and view matrices. The tutorial in OSG's website is outdated, for it still makes use of osg::Producer. Can anyone send me a few suggestions? Thanks, Renan M Z Mendes _______________________________________________ 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

