Thanks Sebastian. That was it. It did helped!

Nick


On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Sebastian,
>
> that is actually a good idea to do the traversal first. Let me try it
> first. Thanks !
>
> Nick
>
>
> On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de> wrote:
>
>>  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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>>
>
>
> --
> trajce nikolov nick
>



-- 
trajce nikolov nick
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