Hi Nick,

just one idea: Can you replace the particle system with something else. So maybe it is strictly particle system related. (I'm assuming, that you use osgParticle here)
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] <mailto:[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]
    <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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