Hi Sebastian, that is actually a good idea to do the traversal first. Let me try it first. Thanks !
Nick On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK: > > Hi Nick, > > My first question would be: Why don't you simply attach the windshield to > the model ;-) > No seriously, I had those effects too, when retrieving e.g. the ModelView > matrix in callbacks. The problem usually was gone whe doing the traverse > first and the get the matrices. > Maybe you can give it a try, or paste some of your update-callback code > here, so we can help. > > So basically this: > void CameraUpdateCallback::operator()( osg::Node* node, osg::NodeVisitor* > nv ) > { > osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv); > if (!cv) > { > return; > } > traverse(node,nv); > > osg::Camera& camera = *cv->getRenderInfo().getView()->getCamera(); > camera.getViewMatrix() .... > } > > will yield different results than this: > > void CameraUpdateCallback::operator()( osg::Node* node, osg::NodeVisitor* > nv ) > { > osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv); > if (!cv) > { > return; > } > > > osg::Camera& camera = *cv->getRenderInfo().getView()->getCamera(); > camera.getViewMatrix() .... > > traverse(node,nv); > } > > This at least solved problems in multipass-rendering, where multiple > cameras had to be synced relative to each other. > > Hope this helps. > > cheers > Sebastian > > Hi Community, > > I have a simple scene of a car model with a windshield (two separate > models combined in runtime). There is osg::MatrixTransform node on top of > the car that moves it around, and the windshield is attached to the scene > that also has osg::MatrixTransform on top of it with an UpdateCallback that > copies the car's matrix. > > ( the real scene is a bit different but this is the concept) > > I am seeing the windshild has some delay in following the car model > while moving and at lower framerates. I think I just tried everything but > always this is the same case > > Any clue and hints? > > Thanks a bunch! > > Nick > > -- > trajce nikolov nick > > > _______________________________________________ > osg-users mailing > listosg-users@lists.openscenegraph.orghttp://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 > > -- trajce nikolov nick
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