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:
On 24 December 2013 11:54, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
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
It is almost certainly an order of operations
ok. thanks. as I mentioned in my other post, it is a black box with plugin
architecture allowing to plug osg code here and there, so it is not
flexible. I tried everything and I think the particles are updated prior to
the matrix that moves the entity, so it is always a bit ahead when it
moves. I
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
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
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
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
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,
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 mailto:trajce.nikolov.n...@gmail.com
wrote:
Hi Sebastian,
that is actually a good idea to do the traversal first. Let me try
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
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
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
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