I'm still having strange behavior with setting the 4x4
matrix by: vewer.getCamera()->setViewMatrix(mymatrix)

Are there primers in how osg handles vector matrices? 
Like how you represent them in memory and etc?  I'm
thinking it has something to do with how I'm assuming
where the indices into my matrix are setup in my 16
element array versus where osg expects them to be.


--- Robert Osfield <[EMAIL PROTECTED]> wrote:

> Hi Jeremey,
> 
> Try:
> 
>   vewer.getCamera()->setViewMatrix(mymatrix);
> 
> This will work for osgViewer::Viewer and
> SimpleViewer.
> 
> Robert.
> 
> 
> On 3/9/07, Jeremy <[EMAIL PROTECTED]> wrote:
> > I have some code I used in previous openGL
> rpojects
> > that does a lot of matrix math to build an end
> matrix
> > that consists of:
> >
> >   Translation_Matrix x Rotation_Matrix =
> End_Matrix
> >
> > I have a viewer that inherits from both:
> > osgViewer::GraphicsWindow and
> osgViewer::SimpleViewer
> >
> > Is there a simple way I can use my 4x4
> > position/rotation matrix to control my view? 
> Perhaps
> > a simple call like glMultMatrix*(4x4 matrx) in
> some
> > osg* class?
> >
> > I've tried inheriting from MatrixManipulator and
> just
> > setting my 4x4 matrix for the getInverseMatrix()
> call.
> >  It sort of worked, but as I rotated a little bit,
> > things started getting cullied out for some
> reason...
> > but my math code works correctly in other gl apps.
> >
> > I have this nice camera class that I would really
> not
> > like to form fit to MatrixManipulator.... any
> > suggestions?
> >
> > Thanks
> > Jeremy
> >
> >
> >
> >
>
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