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
>
>
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-- 
trajce nikolov nick
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