HI Shayne,

Your could control your viewer's master camera as you do currently,
then have a slave Camera that pre/post multiplies this Camera's
view/project matrix as required.  The osgwindow example gives an
example of use of two slaves with offset views, albeit the default
post multiplication of the master camera (in eye coords), in your case
it might be that you pre multiplication (in world coords).  The
osg::Camera::setTransformOrder() gives you control over the order of
transformation.

Robert.

On Mon, Dec 1, 2008 at 6:30 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> I have a transformation question I'm hoping someone can shed some light on.
>
>
>
> I have a camera that I can explicitly control by specifying a position and
> an orientation (using heading, pitch, roll) as input. I would like to define
> another view that  uses the same position as the camera but  uses an
> orientation (again heading, pitch, and roll) that is RELATIVE to the camera
> coordinate frame. In other words, a heading, pitch, and roll of 0.0 for this
> other view would yield the same axis coordinate frame as the camera.
>
>
>
> I've tried several things to get this to work and I've had no success.
> Obviously I'm doing something fundamentally wrong.
>
>
>
> If anyone has any ideas on how I can get this to work, it would be most
> appreciated…
>
>
>
> Thanks,
>
> -Shayne
>
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>
>
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