Eric Pouliquen wrote:
Hi Robert,
thanks for your answer. I completely understand what you mean, but I've read in
the doc about getEyePoint :
"Get the eye point in the local coordinate frame a given traversal point. "
So I don't understand in which coordinate frame these local coords are given in
my sample code...
For example, you have a box in the scene. The box is modeled in it's
own local coordinate system (probably centered at (0,0,0). When the box
is placed somewhere in the scene, though, it probably would have a
transform node above it, placing it, for example, at (100, 100, 0).
When your intersector hits it, if you just call getEyePoint(), you'll
get a point somewhere near (0,0,0), because that is the box's local
coordinate system. You need to apply the inverse view matrix to the
point to get it in the world coordinate system.
Make sense?
--"J"
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