How are you representing connected entities in your scene graph?
For example, say you wanted to create a model of a guitar from
headstock, fretboard, and body objects.
I've been doing this with scene graphs that look like:
Transform #1
Headstock geode
Transform #2
Fretboard geode
I'm thinking about this more and I think the scene graph structure is
probably solid. I'm really having problems coming up with object
representations that facilitate generating the correct transforms and I
that's not really an OSG issue and thus, is offtopic.
Sorry.
On 3/3/2010 3:57 PM, Cory
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