Hi Sebastian,

when the particle system is frozen, then it is moving without delays.
Otherwise I see still delays. Robert, any comment on this issue. It is sort
of big for me

Thanks a bunch!

Nick


On Fri, Dec 20, 2013 at 1:30 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

>  Hi Nick,
>
> just one idea: Can you replace the particle system with something else. So
> maybe it is strictly particle system related. (I'm assuming, that you use
> osgParticle here)
>
> Hi Sebastian,
>
>  You are right, that is the structure and the first thing I tried was to
> attach it directly to the body but then I saw this artifact like the
> particles following the model with delay. So I tried the update callback.
> Now I am thinking to have the particles attached to the main camera so they
> move with the view but here is again update callbacks and such.
>
>  Thanks anyway !
>
>  Nick
>
>
> On Thu, Dec 19, 2013 at 9:35 PM, Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de> wrote:
>
>>  Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:
>>
>> Sebastian, it was too early to be happy. Changing it to traverse first
>> then update didn't helped actually. On the windshield model I have attached
>> ParticleSystem that is actually delayed with the windshield. Any other
>> ideas?
>>
>>  I also tried to attach this directly to parts of the model but same
>> results.
>>
>>  It is about rain effect. This particle system is firing rain drops on
>> the windshield geometry and it suppose to move with the car model, however
>> it is delayed as it moves.
>>
>>  Sorry, I'm out of ideas here too. If I got you correctly you have some
>> group which represents a "body" and another one representing the windshield
>> with the particlesystem attached.
>> And you are updating the later with the update-callback.
>> I don't understand why the two groups must be disjoint. Can you explain
>> the reason for this? Are those two different render passes?
>> If you explain your structure a bit more in depth I maybe can point to an
>> alternative solution.
>>
>> cheers
>> Sebastian
>>
>>
>>  Thanks
>>
>>  Nick
>>
>>
>> On Thu, Dec 19, 2013 at 12:02 PM, Sebastian Messerschmidt <
>> sebastian.messerschm...@gmx.de> wrote:
>>
>>>  You're welcome
>>>
>>> Thanks Sebastian. That was it. It did helped!
>>>
>>>  Nick
>>>
>>>
>>> On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK <
>>> trajce.nikolov.n...@gmail.com> wrote:
>>>
>>>> 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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>>>>
>>>>
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>>>>
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>>>
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