Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:
Sebastian, it was too early to be happy. Changing it to traverse first
then update didn't helped actually. On the windshield model I have
attached ParticleSystem that is actually delayed with the windshield.
Any other ideas?
I also tried to attach this directly to parts of the model but same
results.
It is about rain effect. This particle system is firing rain drops on
the windshield geometry and it suppose to move with the car model,
however it is delayed as it moves.
Sorry, I'm out of ideas here too. If I got you correctly you have some
group which represents a "body" and another one representing the
windshield with the particlesystem attached.
And you are updating the later with the update-callback.
I don't understand why the two groups must be disjoint. Can you explain
the reason for this? Are those two different render passes?
If you explain your structure a bit more in depth I maybe can point to
an alternative solution.
cheers
Sebastian
Thanks
Nick
On Thu, Dec 19, 2013 at 12:02 PM, Sebastian Messerschmidt
<[email protected]
<mailto:[email protected]>> wrote:
You're welcome
Thanks Sebastian. That was it. It did helped!
Nick
On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK
<[email protected]
<mailto:[email protected]>> 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
<[email protected]
<mailto:[email protected]>> 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
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