Hi, I assume you are rendering your scene in a perspective (i.e. obejcts become smaller with increasing distance -> many people use perspective).
In the above assumed situation, your rendering volume ist defined by the frustum (google: openGL frustum). The frustum is limited in front (facing to your camera) by the near plane. You can calculate your field of view (fov) by a trigonometric calculation with the frustum values. GLU provides a function which calculates the vaues for you: Code: void gluPerspective(GLdouble fov, GLdouble aspect, GLdouble near, GLdouble far); fov is the field of view in Y-direction, you can use the aspect ratio to calculate the fov in the other dimension. Please read this: http://www.cprogramming.com/tutorial/opengl_projections.html and search for the term "gluPerspective" or "fov" Cheers, Torben ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35460#35460 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

