Hi Ricky, I sounds like your confusing things. The 3d scene is world coordinates, the transforms in the scene graph place the subgraphs in world coordinate, these transforms (if any) provide the model part of the OpenGL modelview matrix.
The osg::Camera then provides the view matrix that moves the world coordinates into eye coordinates, when the transforms in the scene graph are combined with the view matrix you get the full modelview that we pass to OpenGL. When you position your camera you do it by setting the view matrix, and there are set of Camera::setViewMatrixAs*() methods to help you out with this task. Robert. On Thu, Jul 15, 2010 at 4:06 AM, Ricky Flintoff <[email protected]> wrote: > Hi, > > Thank you for the reply! > I understand that I need to set the view matrix at each frame and that's > exactly what I am going for. However, my problem has been to find out how the > model is set up. In other words, where is it placed in terms of camera > coordinates? If I am right, from the looks of it, it is placed in the center? > > What I am going for is basically this: I want to keep the model "stationary", > but move the camera (view matrix) around and capture snapshots of the model > from different locations. I want to hard code the view matrices, but I cannot > fathom how I can place them. I am used to transforming the object and keeping > the camera fixed (OpenGL way). Any suggestions to what I can do? > > Thank you! > > Cheers, > Ricky > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=30009#30009 > > > > > > _______________________________________________ > 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-openscenegraph.org

