I already built one using VirtualPlanetBuilder and some GeoTIFF files
I got from the USGS Seamless server. I've been looking at that using
the example programs, trying to learn what's what.. VPB makes things
so simple, it's pretty amazing.

--Matthew

On Tue, Jan 3, 2012 at 9:33 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[email protected]> wrote:
> Do you have a database to fly around in? If not, take a look at 
> VirtualPlanetBuilder to build one...:)
>
> -Shayne
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Matthew Runo
> Sent: Tuesday, January 03, 2012 9:37 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)
>
> I'm just working on a project to learn OSG, etc. For now, I've written
> a plugin for a flight simulator that will give me the GPS coords,
> altitude, heading etc.. and I wanted to see if I could get OSG to
> follow along with that data feed on my laptop.
>
> That's why I was asking about positioning the camera in space - I
> wanted to look at the same thing I was looking at in XPlane.  I
> figured this would be a fun way to combine my interest in programming
> and aviation, while learning OpenGL/C++/OSG in the process.
>
> For now, I'll check out the EllipsoidModel. At first glance, it looks
> like I'll be good friends with this method by the end of things:
>
> void osg::EllipsoidModel::convertLatLongHeightToXYZ
>
> Going from the little I know, I could take those XYZ coords and place
> them into a matrix and then use that in the Viewer. I just need to
> work backwards from the input to Camera->setViewMatrix to find the
> APIs for creating that matrix..
>
> --Matthew
>
> On Tue, Jan 3, 2012 at 8:01 AM, Tueller, Shayne R Civ USAF AFMC 519
> SMXS/MXDEC <[email protected]> wrote:
>> Matthew,
>>
>> Perhaps you can elaborate a bit more on what you're trying to accomplish 
>> with OSG. That way the community can be in a better position to offer some 
>> advice and help.
>>
>> There are plenty of resources online that can help with understanding the 
>> OpenGL transformation pipeline. There's always the OpenGL "redbook" 
>> http://www.opengl.org/documentation/red_book/. Paul Martz has a great book 
>> as well that you can read for introduction http://www.opengldistilled.com/. 
>> This is a good place to start.
>>
>> If you google "OpenGL transformation pipline", many hits and resources will 
>> come up that can help you.
>>
>> As for converting geodetic to geocentric coordinates, OSG can help you with 
>> that. Take a look at the EllipsoidModel class in OSG...
>>
>> Regards,
>> -Shayne
>>
>> -----Original Message-----
>> From: [email protected] 
>> [mailto:[email protected]] On Behalf Of Matthew Runo
>> Sent: Tuesday, January 03, 2012 8:32 AM
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] Newbie Questions re: Camera control (I think)
>>
>> Hello -
>>
>> I really appreciate your reply... part of my problem is not knowing the 
>> proper terms to even be able to search for what I want... I think you're 
>> correct in suggesting she reading about OpenGL as well. Do you happen to 
>> have any suggestions?
>>
>> I'll look around for converting the geodetic coordinates to cartesian 
>> coordinates,  which I assume must be based on the GeoTIFF scale I used as 
>> input.. That gives me something to search for!
>>
>> I'll also look up the view matrix discussions you mentioned here.. thanks!
>>
>> If course, any links to code, sample code, etc that you can provide would be 
>> a great help for jumping off. Its much easier to search for class and method 
>> names rather than abstract ideas..
>>
>> Again, thank you!
>>
>> Matthew
>>
>> On Jan 3, 2012 7:19 AM, "Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC" 
>> <[email protected]> wrote:
>>
>>
>>        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: [email protected]
>>        [mailto:[email protected]] On Behalf Of 
>> Matthew
>>        Runo
>>        Sent: Monday, January 02, 2012 10:18 AM
>>        To: [email protected]
>>        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
>>
>>
>>
>>
>>
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