a quote from Robert: "ABSOLTE_RF means that the when the cull traversal encounters a Transform node it ignores the inherited modelview matrix so that the local transform matrix on the Transform node becomes the new modelview matrix. This means that the Transform nodes subgraph is placed in new coordinate frame rather than that of it's parents. "
This is probably what you want. This way your camera is not affected by any other nodes (it sort of resets the view-matrix) There are probably some situations where it might be useful to go for the relative reference frame, but in your case it isn't. about orthogonal and perspective, here is nice explanation, look at the pictures too. http://blender.stackexchange.com/questions/648/what-are-the-differences-between-orthographic-and-perspective-views basically orthogonal camera renders everything in a box, looking exactly from one side, without perspective correction (so stuff that's far away is not any smaller than stuff closer to the camera). In perspective there is a correction for depth, like in real life, where stuff in the distance looks smaller. For these axis of yours, I think perspective might look slightly better, specially if they have anything 3d to the look of them (if they are just 3 drawn lines, then it might be hard to see the perspective... In the case of orthogonal you set it to render a 300 by 300 area with setProjectionMatrix( osg::Matrix::ortho2D( 0, 300, 0, 300 ) ); , so to make sure the axes are rendered at the correct size, just make the axis the correct size (or pick a larger box to render) you set the viewport the same size as the orthogonal rendering box, so then it quite literary translates; if you draw a line from (0,0,0) to (10,10,0) you will see a line from (0,0) to (10,10) on your screen. if you go for perspective, you can also just choose re-size the axes to your liking, but you can also move the camera further away, because there is perspective correction. I personally use the camera->setViewMatrixAsLookAt(eye,center,up) to set up and move my camera the way I want. In my world z = up, so the up vector is always (0,0,1). The eye is the position of the camera, and the center is the place where you want to point your camera at. I don't really have a good book that I can recommend you, sorry, but there must be some good ones out there I guess. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60496#60496 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org