Why should there be an example of this ? 

You're the 1st person to this ask for particular exact usage, that I
have seen on this list.

As to examples of using just transforms there are many and they are also
covered in most of the tutorials online and into the Guide to OSG
written by Paul Martz

You might want to Google around on scene graphs and
transformations/matrices and how they can be used, to provide local
coordinate systems, how you can chain for certain actions( there are
some things you cannot do by simply using child transforms you have to
do the math in many cases) , there's a lot on the net, also look at how
vis-modeling packages like MultigenCreator, Carbon Grpahics Geo, Remo3D
etc provide tools to create the models and transformation chains


Gordon

__________________________________________________________
Gordon Tomlinson
Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__________________________________________________________

"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
- Master Tambo Tetsura

 

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Moliere
Sent: Wednesday, October 01, 2008 10:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] connected shapes demo...

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
>>> [EMAIL PROTECTED]
>>> 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!
>>>
>>> _______________________________________________
>>> osg-users mailing list
>>> [email protected]
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
>>> h.org
>>>
>>>
>>> _______________________________________________
>>> osg-users mailing list
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
>>> h.org
>>>
>>>
>>>   
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph
>> .org
>>
>>
>

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