Am 22.09.2015 um 16:08 schrieb Erik Hensens:
Thank you for the reply Glenn!
You say that the projection matrix doesn't depend on the lookat parameters;
what does it depend on?
The projection matrix depends on the size of your viewing frustum.
Usually near/far plane and the dimensions (angles) of the field of view.
You can use the camera->get/setProjectionMatrix functions here.
For instance:
viewer->getCamera()->setProjectionMatrixAsFrustum(
aspect_x * near_plane * left_angle,
aspect_x * near_plane *right_angle,
aspect_y * near_plane * bottom_angle,
aspect_y * near_plane * top_angle,
near_plane,
far_plane
);
Cheers
Sebastian
Thanks in advance!
gwaldron wrote:
You can make the view matrix:
osg::Matrix::lookAt(eye, center, up)
This has nothing to do with the projection matrix though; that doesn't depend
on your look vector.
Glenn Waldron
On Tue, Sep 22, 2015 at 9:24 AM, Erik Hensens < ()> wrote:
Hi everyone!
How can I compute the view matrix and the projection matrix from a set of
lookat parameters (eye, center, and up)?
I'm asking because I need to compute the MVPW for a given lookat before the
camera is actually at that lookat.
I'm totally stumped and any help would be greatly appreciated!
Thank you!
Cheers,
Erik[/list]
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