J.P.
Thanks for the advice. I believe I see how to connect objects together and will hand over a sample if I can get one going. I'm sorta in disbelief that an example like this doesn't seem to exist.

James

J.P. Delport wrote:
hello,

you can connect transforms together in a parent child fashion, this is what a scene "graph" is for.

Try make yourself an example with the following structure:

root
|
transform1 -- shape1
|
transform2 -- shape2
|
transform3 -- shape3

transform1 is child of root
shape1 and transform2 are children of transform1
...

jp


James Moliere wrote:
Gordon,
Thanks for letting me know this.

Is there a concept of parent/child relationships in OSG with respect to primitive objects? ...To make the cylinder example work? Are all objects that are placed into the scene work off of global coordinates?
James

Gordon Tomlinson wrote:
Nope there's no example that shows this, but many things are possible with
by writing code

__________________________________________________________
Gordon Tomlinson
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IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com __________________________________________________________

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Moliere
Sent: Tuesday, September 30, 2008 10:36 PM
To: [email protected]
Subject: [osg-users] connected shapes demo...

Hello,
Is there a connect shapes example? For instance, I'd like to have 3 cylinders where 2 of the cylinders connected sequentially at the end of the previous cylinder. When I rotate cylinder 1, I'd like the others to rotate about cylinder 1 as though they are connected without doing any extra calculations. The same goes for cylinder 2 but this time cylinder 1 stays stationary and cylinder 3 moves. Is this possible? Is there an example that shows this?

Thanks!

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