HI Gianni,

On 12 March 2014 09:07, Gianni Ambrosio <ga...@vi-grade.com> wrote:

> Hi Robert,
> I'm simply saying that setCameraManipulator should just set the camera
> manipulator into the view and not also set the node implicitly got from the
> scene data: it is not his responisibility. And that's not always a
> desirable behavior since in other part of the code the node should be
> already set to a node different from the root scene data. That means
> setCameraManipulator overrides the node I have already set to the
> manipulator (and I don't want the home position to be computed again too).
>
> In my case I'm switching manipulators and I want that each manipulator
> maintains its node reference and not been reset by the call
> setCameraManipulator. So from my point of view it's up to the programmer to
> set the proper node to a manipulator.


The CameraManipulator scheme is far from perfect and need a revamp, but
currently all the CameraManipulator implementations assume that the Viewer
sets the node to use with the CameraManipualtor, rather than assuming that
the end user will set it, we can't change that without breaking the
existing manipulator or user code that uses them.

If the CameraManipulators don't work ideally for you as they are there is
nothing stopping you from developing your own Camera management scheme in
place of the CameraManipulators - osgViewer has been designed so that the
osgGA CameraManipulators are just optionally, and are only used if you they
are assigned by the viewer.  If you want your own scheme simply set the
Camera view matrices/projection matrices as you require on each new frame.

Robert.
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