Hi  Grigoriev,

With osgViewer there is several ways to move the camera, which basically
means setting its view matrix, if you want your can simply do:

 osgViewer::Viewer viewer;

 viewer.setSceneData(osgDB::readNodeFile("myfile.osg"));

 viewer.realize();

 while (!viewer.done())
 {
    viewer.getCamera()->setViewMatrix(myViewMatrix);
    viewer.frame(); // note, frame() now calls viewer.advance(),
eventTraversal(), updateTraversal() and renderingTraversal();
 }

Or

 osgViewer::Viewer viewer;

 viewer.setSceneData(osgDB::readNodeFile("myfile.osg"));

 viewer.addCameraManipulator(new MyCameraManipulator());

 viewer.realize();

 while (!viewer.done())
 {
    // eventTraversal will now use the attached camera manipulator to
update the Camera's view matrix.
    viewer.frame(); // note, frame() now calls viewer.advance(),
eventTraversal(), updateTraversal() and renderingTraversal();
 }

The last little section, after the viewer.addCameraManipulator(..) can be
replaced by run() as it'll basically do the same as the
manual frame loop (have a look at the Viewer.cpp to see what it does)


 osgViewer::Viewer viewer;

 viewer.setSceneData(osgDB::readNodeFile("myfile.osg"));

 viewer.addCameraManipulator(new MyCameraManipulator());

  viewer.run();

Robert.

On 5/3/07, Роман Григорьев <[EMAIL PROTECTED]> wrote:

 Hi guys!
I'm learning OSG and have a question how to move camera now because in
examples I see this

while( !viewer.done() )

{

viewer.getCamera()->setViewMatrix(seh->getCameraPosition());

// fire off the cull and draw traversals of the scene.

viewer.frame();

}

but now OSG use different approach

viewer.run();

so as I got I have to use callbacks - so my question how to use
updatecallbacks to move camera?

Thanx in advance

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