Hi, Here's what I've done so far towards this end (height of model vs reality)...
Code: if(boat.valid()) { boat->setNodeMask( scene->getOceanScene()->getNormalSceneMask() | scene->getOceanScene()->getReflectedSceneMask() | scene->getOceanScene()->getRefractedSceneMask() ); osg::ref_ptr<osg::PositionAttitudeTransform> boatTransform = new osg::PositionAttitudeTransform; //Name that NODE! //Hmmm... there seems to be some discussion on wether to use the node of the // transform or the node of the boat! (which... I wonder?...) boatTransform->setName("BOAT"); boatTransform->addChild(boat.get()); //This I did for my collada models... and it seems to help... but still needs "tweaking" //Like... "You've... got (to bail)" (sorry... old movie) const osg::BoundingSphere& bs = boat->getBound(); boatTransform->setPivotPoint(bs.center()); //I want my boat pointing in a direction I can manipulate easily... "y" osg::Vec3 boatPosit(0,100,1.5); boatTransform->setPosition( boatPosit ); boatTransform->setAttitude(osg::Quat( osg::DegreesToRadians(90.0) , osg::Vec3(0,0,1) )); //I hope this is the right thing to do... boatTransform->setUpdateCallback( new BoatPositionCallback(scene->getOceanScene()) ); scene->getOceanScene()->addChild(boatTransform.get()); } [ The above stuff at least landed my collada boat in the water... and then... "tweaking" for the appropriate waterline. Oh... I left the "hmmm... " note in there because I started using a PositionAttitudeTransform in my call back for a camera lately... and there has been a discussion on using the transform or its child when adding the node... (sigh) Thank you! Please comment if you feel any need... because I need a disturbance in the force... Cheers, tim ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37669#37669 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org