Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Erik Hensens
Thank you Sebastian! The issue here is that the camera is not yet at the lookat in question. Basically, I have an eye, a center, and an up vector, and I need to be able to convert between 3D world coordinates and 2D screen pixel coordinates before the camera actually gets to the final lookat.

[osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Erik Hensens
Hi everyone! How can I compute the view matrix and the projection matrix from a set of lookat parameters (eye, center, and up)? I'm asking because I need to compute the MVPW for a given lookat before the camera is actually at that lookat. I'm totally stumped and any help would be greatly

Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Glenn Waldron
You can make the view matrix: osg::Matrix::lookAt(eye, center, up) This has nothing to do with the projection matrix though; that doesn't depend on your look vector. Glenn Waldron On Tue, Sep 22, 2015 at 9:24 AM, Erik Hensens wrote: > Hi everyone! > > How can I compute

Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Sebastian Messerschmidt
Am 22.09.2015 um 16:08 schrieb Erik Hensens: Thank you for the reply Glenn! You say that the projection matrix doesn't depend on the lookat parameters; what does it depend on? The projection matrix depends on the size of your viewing frustum. Usually near/far plane and the dimensions (angles)

Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Erik Hensens
Thank you for the reply Glenn! You say that the projection matrix doesn't depend on the lookat parameters; what does it depend on? Thanks in advance! gwaldron wrote: > You can make the view matrix: > >   osg::Matrix::lookAt(eye, center, up) > > > This has nothing to do with the projection