Re: [osg-users] Orient a node to face another

2019-10-09 Thread Paul Leopard
Hi, Sorry for the delay ... That worked perfectly Thank you! Cheers, Paul things are more like they are now than they have ever been before -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76814#76814

Re: [osg-users] Updating a PositionAttitudeTransform node from another PositionAttitudeTransform node

2019-10-09 Thread Voerman, L.
I'm not sure what you are trying to accomplish, maybe a custom osg::Node::ComputeBoundingSphereCallback can help; osg::Node::setComputeBoundingSphereCallback(cb) will call a custom callback when a node or it's children changes. Laurens. On Wed, Oct 9, 2019 at 3:41 PM Dan johansson wrote: > Hi!

Re: [osg-users] Updating a PositionAttitudeTransform node from another PositionAttitudeTransform node

2019-10-09 Thread Dan johansson
Hi! Thanks for the reply, i understand the issue. I'm not really understanding why this isn't built in automatically though. This simple code seemed to do the trick even with multiple Pat's chained Code: osg::NodePathList fullNodePath = node2->getParentalNodePaths(); osg::NodePath

Re: [osg-users] Updating a PositionAttitudeTransform node from another PositionAttitudeTransform node

2019-10-09 Thread Voerman, L.
Hi Dan, I think your expectations are off. pose2 gets the postition from the node2 matrix, not the world postition. to retrieve the world position you need to have a nodepath, so you can call osg::computeLocalToWorld( fullNodePath ); In your case this might be just the product for the node1 matix

[osg-users] Updating a PositionAttitudeTransform node from another PositionAttitudeTransform node

2019-10-09 Thread Dan johansson
Hi, I've ran into a seemingly easy problem that i have failed to find an answer for. I've simplified the problem here to quickly describe my question. I'm setting a Pat node as parent to another Pat node and re positioning it. The updated position is not translated to the child and i wonder

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-09 Thread Robert Osfield
Hi Gianluca, It should be possible to have thousands of transforms in your scene graph and still get good frame rates. The only thing that jumps to mind right now, is could you be doing the test with a debug build? Robert. ___ osg-users mailing list

Re: [osg-users] Crash on some machines while rendering a progressive line strip

2019-10-09 Thread Robert Osfield
Hi Rakesh, I don't think we can provide much direct insight, you have the whole application and data to test against, while we just have a snippet without any wider information. The crash could be caused by anything. The best we can do is recommend tools/strategies to reproduce the crash or

Re: [osg-users] R: R: multiple matrix transfromations cause severe slowness in performance

2019-10-09 Thread Voerman, L.
Maybe the datavariance on your drawables is not set to static? Laurens. On Wed, Oct 9, 2019 at 9:27 AM Gianluca Natale wrote: > Hi Chris, > > first of all, thanks for helping. > > > > Each of those 200 objects is simply the shape of an arrow (basically a > cone and a cylinder), whose geometry

[osg-users] R: R: multiple matrix transfromations cause severe slowness in performance

2019-10-09 Thread Gianluca Natale
Hi Chris, first of all, thanks for helping. Each of those 200 objects is simply the shape of an arrow (basically a cone and a cylinder), whose geometry takes no more than 100 vertices. The drawable that renders each arrow is a custom drawable that I derived from osg::drawable, where I’ve