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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