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. -- View this message in context: http://software.1713.n2.nabble.com/Sequel-Animation-tp7265480p7265738.html Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com. _______________________________________________ eq-dev mailing list [email protected] http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev http://www.equalizergraphics.com

