Thanks, Mr. Osfield,

 your patience is grateful.

  I'm using exactly Win32 directly and WPF as frontend. Thanks to your
advises, i have achieved a WPF application with an OSG window inside (needed
to modify GraphicsWindowWin32 a bit due to WPF requirement). Now i have a
base code to start my GIS development. I will look carefully at the examples
you mentioned, it's great to have such a bunch of them!

 There is a Quick Start Guide, a Reference Manual, is there any plan to
develop an 'Complete OSG Guide' or 'OSG Tips and tricks' or whatever any
more documentation? The QSG is a great job, but for a new user like me, it
is so great explained, that i miss the 2nd part. In my opinion it doesn't
reflect the whole potential that OSG have (and the wonderful work it is).
There are a lot of code, explanations and tips spreaded out. :(

 Thanks again for such a job!
Himar

PD: Have anybody noticed that the TOC of the QSG is misnumbered at page 38
and nexts (at least my revision is)?




2007/6/26, Robert Osfield <[EMAIL PROTECTED]>:

Hi Himar,

I'm not familiar with the osgviewerMFC example, but it could be that
it itself itsn't an ideal example to learn from.  I'd recommend
learning from the other OSG examples such as osgcompositeviewer,
osgcamera, osgwindows.

The idea behind Camera's in osgViewer is that your viewer (Viewer or
CompositeViewer) has one or more Views, and each View has a master
Camera which you get via view.getCamera() and set this directly or set
it via a CameraManipulator.  This master camera controls the overall
view matrix and projection of that view i.e. where you look at and
what the lens is.   For a single camera view you just need the master,
and no slaves are required.  This covers probably 90% of usage.

The View does another trick up its sleeve for more complex
applications that require the View to be composed of a set of cameras,
for instance a 5 sided caved will have 5 slave cameras that make up
the view, or a 2 screen powerwall will have 2 slave cameras.  There
type of exotic display system is extremely well supported by the OSG
thanks to the concept of slave cameras - it makes it easy to migrate
from a simple single camera view in a desktop app to a full blown
immersive visualization.

If you are writing an MFC basd app then there is a good chance you
really arn't trying to target an exotic display system, you actually
just want a view to have one camera, and won't need the extra
complexity of managing a slave camera.

Robert.



On 6/25/07, Himar Carmona <[EMAIL PROTECTED]> wrote:
> Hi,
>
>   When setting the camera for a viewer, i see there are multiples
choices.
> What osgviewerMFC does is setting the camera calling:
>
>    viewer.addSlave(camera.get()):
>
>   I'm following that code (because i'm new) , but i'm also noticed there
is
> a method viewer.setCamera.
>
>   What's the difference between
>
>      viewer.addSlave(camera.get());
>
>  and
>
>     viewer.setCamera(camera.get());
>
>  ??
>
>   My example simply loads cow.osg. If i use the first statement, i see
the
> happy cow in the middle of the window, but if i use the second one, i
see
> the cow very near to the view (and can't zoom out). Which approach is
best?
> (if there is any?).
>
>    Also, how can I set the position of the camera? (viewer, camera,
> manipulator??)
>
>   Sorry for such a silly question, but haven't catch yet the natural
> approach for working with OSG... :(
>
>
> _______________________________________________
> osg-users mailing list
> osg-users@openscenegraph.net
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>
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