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
>
>
>
>
>
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