Hi Federic,

On 12/12/06, Frédéric SPEISSER <[EMAIL PROTECTED]> wrote:
Hi Robert,
First of all, thank for your response.


I use a matrix described as : m11 m12 m13 m14  which is a perspective
matrix, it's true,
                                                m21 m22 m23 m24
                                                m31 m32 m33 m34
                                                0      0       0       1
but it is not described with the openGL usual variables (left ,right,
bottom, top, near, far).
Indeed, does manipulator (especially trackball) behave properly when the
projection matrix is set through a matrix directly (like above , and not
set through

"setProjectionMatrixAsOrtho" or "setProjectionMatrixAsFrustum" ?

And when I set the projection like this, is it normal that in rotation
manipulation the object does not rotate properly (the camera around the
object actually since we're using a camera manipulator)  ? Am I making
an incorrect use of the TrackBall ?

OK I'm still lost.  The OSG will support you setting your own
projection matrix without the nedd to use setProjectionMatrixAsOthro
or setProjectionMatrixAsFrustum.  However, the projection matrix
should just contain the projection, it shouldn't contain parts of the
view matrix, i.e. rotation etc.  Is that you are accumulating a bit of
what should be a view matrix into the projection matrix?

Robert.
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