Excellent, the new updateCamera() method on the trunk sounds exactly what we 
need ! :)

We are on osg 3.0.1 so for now, so until we update to the latest, I've just put 
in our work around which connects our active manipulator to the camera's update 
callback and that seems to work ok.

Also just to clarify, we do need a manipulator for our implementation as it is 
an orthographic camera manipulator that takes user input to rotate, but has an 
additional feature to auto-fit all objects in the scene by setting the ortho 
projection extents.

Cheers,
Nick


robertosfield wrote:
> HI Nick,
> 
> The svn/trunk and recent dev releases of the OSG have a 
> CameraManipulator::updateCamera(osg::Camera&) method that allows you to set 
> any properties you want on the View's Camera rather than pulling the view 
> matrix as was done previously.
> 
> The other bit of the jigsaw for you specific implementation requirements 
> might simply to not use a CameraManipulator at all and just set the view and 
> projection matrices on each new frame within your own frame loop.  
> CameraManipulators are only one way to control the view and while often 
> convinient to use in their default form aren't all required usage.
> 
> Robert.
> 
> 


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