Hi Renan,

You'll need to store basic parameters that you use to compute your
view matrix, for instance the eye point, center, up, or whatever is
most suitable for the type of camera manipulation you wish to
undertake.  For instance the osgGA CameraManipulator's all have there
own camera model that use use internally and on each frame compute the
view matrix from these.

Robert.

On Mon, Oct 27, 2008 at 6:50 PM, Renan Mendes <[EMAIL PROTECTED]> wrote:
> Now that you have explained to me how it works, maybe you could give me an
> idea on how to solve a small problem I have.
>
> In my application, the user can move the camera freely (all directions and
> eye positions), but when the camera's direction is close to a given one, it
> snaps into that given direction, maintaining though, the distance from the
> objects of the scene. My doubt is on how to set the new view matrix if I
> can't get from the old matrix the true center of my view...
>
> Any ideas?
>
> Thanks.
>
> Renan
>
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