I haven't tried it, but wouldn't changing the order of multiplication in the
get(Inverse)Matrix methods do the trick:
return osg::Matrixd::translate(osg::Vec3d(0.0, 0.0, m_distance))*
osg::Matrixd::translate(m_center)*
osg::Matrixd::rotate(M_PI_2-m_elevation, 1.0, 0.0, 0.0
Hi,
On 20/10/10 21:55, Cory Riddell wrote:
Tim
Thanks for the reassurance and the explanation. My code is working well
now and I'm very happy with it. I hardly had to change anything, so that
makes me think I got it right.
I do kind of wish I could always have my orbits be around the center
Tim
Thanks for the reassurance and the explanation. My code is working
well now and I'm very happy with it. I hardly had to change
anything, so that makes me think I got it right.
I do kind of wish I could always have my orbits be around the center
of my sc
On Mon, Oct 18, 2010 at 10:23 PM, Cory Riddell wrote:
> I've been plowing through this and I can almost get what I need, I just
> don't entirely understand a couple of things.
>
> Is it safe to think of the view matrix as the camera position and
> orientation? By doing so, I think I understand
>
I've been plowing through this and I can almost get what I need, I
just don't entirely understand a couple of things.
Is it safe to think of the view matrix as the camera position and
orientation? By doing so, I think I understand
SphericalManipulator::getMatrix() m
I have been using the SphericalManipulator and it works really well
for my application.
One thing I would like to do is change which direction is up. The
default is Z == up. Sometimes I want X to be up. If I understand the
code, I need to make fairly extensive modif
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