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
>
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>
>   
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