Hi community, i'm currently trying to understand how the various camera-manipulators work (trackball, terrain, ufo, etc.) and several questions arrived:
- the first thing that confused me was, that Y/Z-vector directions are now the openGL-way. (is there a reason why OSG normally uses Y as forward-vector?) - i also often encounterd the functions "getCoordinateFrame(Vec3&)" and "getUpVector(cf)", e.g: Code: CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye ) if (intersect(eye+getUpVector(eyePointCoordFrame)*distance,... i have not much practice with matrix transformations, so its a little bit hard for me to understand the sense of this, but i assume the following: eye is the position of the camera, and the camera has it's own local coordinate-system. getCoordinateFrame() / getXVector() provide the world coordinates from such local coordinate frame. i looked up the implentation of getCoordinateFrame(), but i couldn't find out how it is accomplished, can you explain me how this is done? Thanks in advance, Christian ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13315#13315 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org