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

-- trajce nikolov nick


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-- trajce nikolov nick




-- trajce nikolov nick


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trajce nikolov nick


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