On 7/21/06, Oliver Kutter <[EMAIL PROTECTED]> wrote:
The simple question first:
1. When I move a scene in the viewer, do I rotate the scene or its camera?

Do both and get totally confused :-)

I tend to set up camera manipulators so that all the key variables are
in world coordinates and manipulate all these values via the controls,
but when it comes to computing the view matrix for the
SceneView/Camera I compute the inverse of the camera to world matrix
and do this on demand on each new frame.

Now for the real question:
2. I have the following situation: I want to look at a scene at the same time 
from different positions (cameras). For now, I defined two sceneviews with two 
independent cameras. The scene data of the sceneviews are set to the same node, 
which is the scene's root node. Is there any other possibility to use two 
different cameras but with only one sceneview?

See osgmulitplecameras for an example of using CameraNode to add in
extra viewports/cameras.

I have already tried to use two cameras. In this case, I had two camera 
positions and the lookat vectors. When I set the positions and the lookat 
vectors to the first camera (the camera of the sceneview), everthing is 
correct. But when I set it to the other camera (an additional camera which is 
in the graph), the result is not correct. It seems like any matrices are 
changing the position and the orientation of the camera, although I set the 
camera matrix with makeLookAt(...). How can I prevent this?

I can't comment on what might be wrong here, it your app.

Robert.
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