Hi Sebastian, You are right, that is the structure and the first thing I tried was to attach it directly to the body but then I saw this artifact like the particles following the model with delay. So I tried the update callback. Now I am thinking to have the particles attached to the main camera so they move with the view but here is again update callbacks and such.
Thanks anyway ! Nick On Thu, Dec 19, 2013 at 9:35 PM, Sebastian Messerschmidt < [email protected]> wrote: > 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]> 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]> 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]> 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 >>>> [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>>> >>> >>> >>> -- >>> trajce nikolov nick >>> >> >> >> >> -- >> trajce nikolov nick >> >> >> _______________________________________________ >> osg-users mailing >> [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > trajce nikolov nick > > > _______________________________________________ > osg-users mailing > [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- trajce nikolov nick
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