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 >> >> >> _______________________________________________ >> osg-users mailing >> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > trajce nikolov nick > -- trajce nikolov nick
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