Hi everyone, it's me again. I've managed to get everything right a few days ago, I was just missing a viewer.realize() command! Now I can check that all of my matrices are ok, the values are what they were supposed to be. However, the world coordinates I'm getting after all the math are a bit off. I double checked the math, read a lot about OpenGL and how the transformations are made, got my Linear Algebra books back from the Engineering college out of the closet and still can't find out why they are off. The offset can be easily spotted when the near plane is close (when drawing on it, of course). It's a little bit more difficult to spot it when the near plane is farther, say on z = 100.
For instance, when I get world coordinates to draw on all the four corners of the screen and the near plane is far enough, the quads I'm drawing are roughly ok. When the near plane is closer, the quads are drawn off-screen or a little bit away from the corners. Is this a common mistake I'm making somewhere? Any ideas on what should I check? Best regards, Theo ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29940#29940 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

