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
>>>>
>>>>
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>>>
>>>
>>>   --
>>> trajce nikolov nick
>>>
>>
>>
>>
>>  --
>> trajce nikolov nick
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