module Transform:A Transform is a group node for which all children are transformed by a 4x4 matrix.sig..end
It is often used for positioning objects within a scene, producing trackball functionality or for animation.
Transform itself does not provide set/get functions, only the interface for defining what the 4x4 transformation is. Subclasses, such as MatrixTransform and PositionAttitudeTransform support the use of an osg::Matrix or a osg::Vec3/osgQuat respectively.
    Note: If the transformation matrix scales the subgraph then the
    normals of the underlying geometry will need to be renormalized to
    be unit vectors once more. This can be done transparently through
    OpenGL's use of either GL_NORMALIZE and GL_RESCALE_NORMAL
    modes. For further background reading see the glNormalize
    documentation in the OpenGL Reference Guide (the blue book). To
    enable it in the OSG, you simply need to attach a local
    osg::StateSet to the osg::Transform, and set the appropriate mode
    to ON via stateset->setMode(GL_NORMALIZE,
    osg::StateAttribute::ON);
type 
type | | | RELATIVE_RF | 
| | | ABSOLUTE_RF | 
| | | ABSOLUTE_RF_INHERIT_VIEWPOINT | 
val set_reference_frame : t -> reference_frame -> unit
    RELATIVE_RF is the default. Note: Setting the ReferenceFrame to
    be ABSOLUTE_RF will also set the CullingActive flag on the
    transform, and hence all of its parents, to false, thereby
    disabling culling of it and all its parents. This is neccessary to
    prevent inappropriate culling, but may impact cull times if the
    absolute transform is deep in the scene graph. It is therefore
    recommended to only use absolute Transforms at the top of the
    scene, for such things as heads up
    displays. ABSOLUTE_RF_INHERIT_VIEWPOINT is the same as
    ABSOLUTE_RF except it adds the ability to use the parents view
    points position in world coordinates as its local viewpoint in the
    new coordinates frame. This is useful for Render to texture
    Cameras that wish to use the main views LOD range computation
    (which uses the viewpoint rather than the eye point) rather than
    use the local eye point defined by the this Transforms' absolute
    view matrix.