Matthew, Geodetic coordinates (lat,lon,alt) are typically mapped into some sort of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates). Setting the view matrix will operate in the latter CS.
The projection matrix does not control where you are looking. The view matrix determines that. The projection matrix controls the viewing frustum. Perhaps a review of the OpenGL transformation pipeline is appropriate here. Orientation (h,p,r) and position are concatenated together to form the view matrix. This topic has been discussed on how to manually set the view matrix to your liking. If you need some code snippets to get started, that can be provided...:) -Shayne -----Original Message----- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matthew Runo Sent: Monday, January 02, 2012 10:18 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Newbie Questions re: Camera control (I think) Hi, I found the CameraControl wiki page, but it has a warning that it's out of date.. and I don't know how to update it to the osgViewer class because I can't get to the documentation (that, and I'm reasonably new to C++). - Given a point in 3d space with World Coordinates (eg, Latitude, Longitude, Altitude), how can I position the viewer at that point? I'm thinking that I need to create a matrix with my points in it, and then call camera.setViewMatrix(..). Is that correct? How do I convert my world coordinates into coordinates that will work in the camera? - Once I'm at that point, do I use camera.setProjectionMatrix to control where I'm looking? For example, say I want to look due North at lat 26, long -119, altitude 52. - Given a set of rotations that should happen to the camera (roll 3 degrees right, pitch 4 degrees up, etc), are those best handled by looking at the examples from osgGA::FirstPersonManipulator and going from there by building up a Matrix to use somewhere to rotate the camera's view? As of right now I've been tinkering with the code for the various implementations of the osgGA::FirstPersonManipulator and learning quite a bit - I just wanted to get these questions in my mind cleared up. I'm sorry that they're so basic =\ Thank you very much for your help, and for this community full of knowledge! Thank you again, Matthew ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44529#44529 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org