Ditto Robert's comments, with the following info:

setViewMatrixAsLookAt doesn't do anything magical, it just fills in the
matrix with four vectors to create the orthonormal basis and origin of a new
coordinate system. You already have the necessary data to compute this
matrix yourself. See the source code for setViewMatrixAsLookAt for guidance.
  -Paul

> 
> 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
> >
> > _______________________________________________
> > 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-opensce
negraph.org
> 

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to