I'm thinking about this more and I think the scene graph structure is probably solid. I'm really having problems coming up with object representations that facilitate generating the correct transforms and I that's not really an OSG issue and thus, is offtopic.
Sorry. On 3/3/2010 3:57 PM, Cory Riddell wrote: > How are you representing connected entities in your scene graph? > > For example, say you wanted to create a model of a guitar from > headstock, fretboard, and body objects. > > I've been doing this with scene graphs that look like: > > Transform #1 > Headstock geode > Transform #2 > Fretboard geode > Transfrom #3 > body geode > > Here I'm using indentation to specify parent-child relationships. For > example, Transform #2 has transform #1 for a parent and the fretboard > and tranform #3 nodes for children. > > This seems somewhat awkward and I'm thinking that I'm not seeing > something obvious. Care to clue me in? > > Cory > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org