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 >>>>> >>>>> >>>>> _______________________________________________ >>>>> 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 >>>> >>> >>> >>> >>> -- >>> 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 >> >> >> _______________________________________________ >> 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 > > > _______________________________________________ > 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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