Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:
Hi Nick,
My first question would be: Why don't you simply attach the windshield
to the model ;-)
No seriously, I had those effects too, when retrieving e.g. the
ModelView matrix in callbacks. The problem usually was gone whe doing
the traverse first and the get the matrices.
Maybe you can give it a try, or paste some of your update-callback code
here, so we can help.
So basically this:
void CameraUpdateCallback::operator()( osg::Node* node,
osg::NodeVisitor* nv )
{
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (!cv)
{
return;
}
traverse(node,nv);
osg::Camera& camera = *cv->getRenderInfo().getView()->getCamera();
camera.getViewMatrix() ....
}
will yield different results than this:
void CameraUpdateCallback::operator()( osg::Node* node,
osg::NodeVisitor* nv )
{
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (!cv)
{
return;
}
osg::Camera& camera = *cv->getRenderInfo().getView()->getCamera();
camera.getViewMatrix() ....
traverse(node,nv);
}
This at least solved problems in multipass-rendering, where multiple
cameras had to be synced relative to each other.
Hope this helps.
cheers
Sebastian
Hi Community,
I have a simple scene of a car model with a windshield (two separate
models combined in runtime). There is osg::MatrixTransform node on top
of the car that moves it around, and the windshield is attached to the
scene that also has osg::MatrixTransform on top of it with an
UpdateCallback that copies the car's matrix.
( the real scene is a bit different but this is the concept)
I am seeing the windshild has some delay in following the car model
while moving and at lower framerates. I think I just tried everything
but always this is the same case
Any clue and hints?
Thanks a bunch!
Nick
--
trajce nikolov nick
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