Are you suggesting that my root would be a group node and under that would
be all the leaf nodes? I don't like that idea because it loses the
hierarchy: streamer is attached to grip, grip is attached to handlebar. If I
delete the grip node, the streamer should go away as well.

Well, I didn't really mean to forego the hierarchy and have a flat scene
graph. If you really need the functionality of having the streamers
disappear when you remove the grip, then by all means you should use
hierarchy to achieve that. 
 
I could've implemented my HandNode using existing core functionality, but my
client specifically wanted a Hand Node that they could reuse in many
applications specifically for rendering a hand. If your HandlebarNode will
be used in many apps to render handlebars (I don't know, maybe you intend to
make a series of bicycle simulators), then yes, maybe it is best to
encapsulate it in its own class. But if you are just using it as an example
of some general hierarchical structure, then I doubt you want to create a
new class for each unique piece of hierarchical geometry. Perhaps I'm not
fully understanding your use case.
   -Paul
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