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
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!
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
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
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
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.
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osg-users mailing list
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
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
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
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