Hi Shoheil,

I have only scanned your email so might have got the wrong end of the
stick, but my first though was that the SceneView's automatic clamping
of the projection matrix to the scene might what is causing diverange
between using glu and the osgUtil.

On 10/23/06, Soheil Sotoodeh <[EMAIL PROTECTED]> wrote:
Hi guys,

I want to have the coordinates of the mouse in Object
coord. sys. (Coordinate System) in my statuse bar.
I've used the osgUtil::SceneView,
osgGA::KeySwitchMatrixManipulator and
osgGA::TrackballManipulator. I've used

sceneView->projectWindowIntoObject( osg::Vec3(e->x(),
height()-e->y(),0.0f), opt);

to get the coordinates of the mouse pointer (Z coord.
is not important at this point).

But as soon as I pan/rotate the scene the coordinates
are not anymore correct, since I have the coordinate
axis in the screen and the origin is not anymore
(0,0,0). Its coordinates are changing by the same
factor as pan/rotation. But in reality when we move a
camera there should be no changing in the coordinate
of the objects.

So here is the question:
why does it happen and how can I fix it? (to move the
camera not the objects)

The second question:
when I use glUnProject it does not get the same
coordinate as the projectWindowIntoObject. what is
wrong in between?

PS: I used the above functions after sceneView->draw()
as the documentation says. Also I tried to update the
manipulator matrix by the following code before coord.
queries:

if (keyswitchManipulator.valid() &&
keyswitchManipulator->getCurrentMatrixManipulator())
{
 osgGA::MatrixManipulator* mm =
keyswitchManipulator->getCurrentMatrixManipulator();
 osg::Matrixd matrix = mm->getInverseMatrix();
 sceneView->setViewMatrix(matrix);
}

but again the problem is remained.

Thanks in advance for your attention and possible
solutions.

All the best
Soheil



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