Hi OSG lovers,

I would like to discuss about the following code snippet, which appears in the 
Beginner's Guide for obtaining a node's position:


Code:
osg::Vec3 posInWorld = node->getBound().center() * 
osg::computeLocalToWorld(node->getParentalNodePaths()[0]);



In principle, this code is aimed to providing the position of a node in the 
world, regarding its local center and its node path.

However, getParentalNodePaths()[0] returns the node path of the scene graph all 
the way down to the current node, including it. Therefore, the position in the 
world is incorrectly calculated, resulting in a multiplication of the node's 
center twice.

One possible workaround for this would be to multiply by a (1.,1.,1.) vector, 
otherwise it's possible to strip the last node from the path.

Should getParentalNodePaths return only the path up to the parent, or is this 
the desired behaviour?

Thank you!

Cheers,
Daniel

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=39504#39504





_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to