Antonio Bleile wrote:
> Marcus Lindblom wrote:
 >
>> In our system, we have every "object" that need extra updating being 
>> registered to a "updater" when it's created. (By checking the type 
>> dynamically.) The order of update is simply the order of creation, and 
>> this has worked surprisingy well for almost three years now. The time 
>> (both absolute and relative) is fetched from a singleton (that provides 
>> different clocks for each aspect).
> 
> Sounds good, the Observer pattern is always good ;) That would
> work well with a global "animation pool" (a pool that contains all
> the animation data of the scene).

Ugh. I don't like global things. But it seems the only way to distribute 
things in a cluster without having them shown (otherwise there wouldn't 
be a MaterialPool), or?

> The only problem is the singleton for the time storage ;).
> What about having a "Time" node? That would work exactly as
> the light node, nodes below the time node use their ancestor's
> time.

Pretty neat. How about having (at least the option of) a separate graph 
for time-objects, so that we avoid forcing things down the same 
hierarchy. We already have light & transform/material connected that way.

You might also want to consider allowing the animation update to run in 
a separate thread (and thus aspect) from the main app and the rendering. 
It would make sense for OpenSG to allow for this, since it has such 
excellent multi-threading facilities.

Cheers,
/Marcus

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