Hi Dan, <br><div class="gmail_quote"><div>Hm, do you desing Opengl world using approach 'rotate/scale/translate objects' or inverse 'rotate/zoom-out,in/translate opositly camera' ?</div><div>There is one more thing, that could also have influence perhaps , different interactor style : vtkInteractorStyleTrackballCamera, vtkInteractorStyleTrackballActor.</div>
<div>Also matrices can be premultiplied or postmultiplied in vtk (if you are using them) ...</div><div><br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div class="im">
> Also I think that if you preset both contexts to same initial composition<br>
> (modelview matrix or perhaps only view matrix), than you could use only<br>
> vtkCamera::SetUserTransform and vtkCamera::GetUserTransform (for model<br>
> matrix) for synchronization.<br>
<br>
</div>Earlier, I tried this, but this screws up the default light - it<br>
starts following the camera instead of being fixed.<br>
<br></blockquote><div>It is possible to set lights to do not follow camera if they are of type headlight or camera light : vtkRenderer::LightFollowCameraOff. But I am not sure in which space than they are initially defined. </div>
<div><br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Thanks again for your valuable suggestions.<br>
<span class="HOEnZb"><font color="#888888">Dan<br>
</font></span></blockquote></div><br><div> Find equivalence is not very easy, I spent lot of time with it and still have not sure image of it... So good luck with this.</div><div>Jana</div>