Tomas, Check out the osgcatch example. It's a simple example with a few classes to encapsulate game objects that may get you going in the right direction.
- Donny On Wed, Apr 1, 2009 at 9:51 AM, Tomas Lundberg <[email protected]> wrote: > Thanks for the reply. > > That's an interesting article. It does make sense when thinking about it, > although the object oriented stucture is deeply rooted in many programmers' > heads (mine included) :) > > Anyway, I think my question applies to objects and components alike... How > does adding data to the scene graph (and drawing it) fit in to objects and > components? > > Staying with object thinking for a while, do people generally create an > AddToSceneGraph() member function for sub objects that are to be rendered? > With this approach I suppose there is no Draw() member function in sub > objects, as this does not go along with drawing the entire scene graph once > every frame. Am I right? > > I know I should probably read some good literature on this, but for now I > just want to test the concept and get a not-in-depth general understanding. > Is there any small example out there using an object oriented approach > together with real OSG code? > > I know this must sound like a real newbie question, but when it comes to > games and scene graphs I'm still a newbie :) > > > By the way, is there a way for me to not publish name and email in this > forum? I saw that it is included near the quoted text in the reply. I don't > make good friends with spammers :? > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=9542#9542 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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