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
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13315#13315
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