Hello,

On 8. Feb 2012, at 13:12, oliver [via Software] wrote:

> is there a preferable way to animate objects in Sequel? At the moment I 
> extended seq::ViewData and use the update function, calculating a time delta 
> for smooth animations. But this way it is calculating the animation stuff on 
> every frame.

How often/when do you want to update your animation? Naively I would do it just 
before each frame, using the time delta since the last update, but apparently 
you've got something other in mind.

> Is there a construct like glutTimerFunc? Because I have a single 
> node/multi-gpu system it would be perfect to have an update func in 
> seq::Application which is called in a defineable interval getting a time 
> delta attribute with the time since the last call. 

Afaik glutTimerFunc is still called in between frames (GLUT is 
single-threaded), so one could simply check if enough time has elapsed at each 
frame to get the same functionality in Eq.

We *could* call a timer function asynchronously, but you wouldn't be able to do 
anything useful there since your render threads are accessing the data. I think 
the most sane place is still between frameFinish and frameStart, unless your 
animation update is expensive.

I guess if you're not happy with doing animations on a per-frame base, I would 
need more background requirements to understand what you need.


HTH,

Stefan.




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