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

