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Othrographic views really don't behave at all like perspective ones. The interactions are between movements and on screen size, zoomining are all very different. A manipulator that works well for 3d perspective won't work well for an orthographic one. One can dream up ways of trying to make a perspective camera manipulator "kinda of" work a bit little but full of lots of oddities. I know I've tried to make it work myself and deluded myself that I could get it to work but users just get confused that things just don't work the same as a manipulator that works with 3d perspective, the stumbling block is humans are used to moving around perspective worlds and getting in close for a closer view which make no sense in an orthographic view. My advice is don't try to make an orthographic view work with the same type of manipulator that works well for a perspective, it's a fundamentally different type of projection which works well for very specific types of tasks - map views, side views etc. but not fully interactive views like work in natural human ways. If you want an interactive orthographic view then write a specific manipulator for it and for what makes sense for you users when they have an orthographic view. |
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I created a camera with an orthographic camera, and connected it to a
vsg::Trackball
. This worked fine for interaction, except for the zoom functionality (e.g. by the mouse scroll wheel) which doesn't change the view at all. Looking at the implementation this is not very surprising, as zooming is moving the "eye" in the lookat transform, which doesn't change the perceived view of an orthographic camera. What does work is to change the left, right, top, bottom members of the orthographic projection. Should I just override the zoom functionality, and change the projection myself if I'm using an orthographic camera? Am I missing something?Beta Was this translation helpful? Give feedback.
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