Rasmus Agerholm wrote:
Hi Dominik
On Tue, 2004-11-23 at 15:20, Dominik Rau wrote:
Hi Rasmus.
Some time went by since I wrote the last time. The reason is, that your
library just works and works and works.....
Nice to hear :-)
But there's one thing I can't really solve here, maybe it is already
solved or you've got a cool idea about that (I'm sure you have ; )). As
you know, I've got a virtual fishtank, with a lot of fishes (aka wrl
Files with coordinate interpolators), often of the same type. Is there a
way to
* load gzipped wrl Files? The SceneFileHandler is able to do this, how
can this be achieved with your lib (I load my models like in your
testApp....)
Well, I guess basically the SceneFileHandler can be used if we can get
hold of the VRMLLoader of the VRMLSceneFileType and initialize my
VRMLAnimator with that... but that means altering OpenSG source files to
ad a getLoader() to the VRMLSceneFiletype. Maybe Gerrit will make that
change?
Another possibility: I think it would possible to create a
MyVRMLSceneFileType inherited from VRMLSceneFiletype, which overrides
Gerrits VRMLSceneFileType. This is probably the best solution, which I
haven't looked much into. Maybe I should... I guess that there's is
always only one SceneFileType of each kind. So a MyVRMLSFT could create
a VRMLAnimator object and make it available by a getAnimator() method?
Dirk, Gerrit, Andreas can any of you comment on this?
Yes that works I do the same in my app there is a special
override/overridePriority flag in the SceneFileType constructor.
const char *vrVRMLSceneFileType::_suffixA[] = { "wrl" };
vrVRMLSceneFileType vrVRMLSceneFileType::_the(_suffixA,
sizeof(_suffixA),
true,
10);
* copy already loaded (zipped or not) Files so that all cores except
TimeSensors and GeoPositions are shared with the original (I need it
this way to control my animations independently)? At this very moment I
just load them x times and use a SharePtrGraphOp, which is kind of weird
by principle and needs a lot of RAM and time.... I tried the cloneTree
Methods, but it seems that the TimeSensor isn't shared.
cloneTree does not share anything AFAIK, it creates a copy of the tree.
So no shared node cores is expected :-)
Well cloneTree shares all cores only deepCloneTree really duplicates
everything.
I don't think it's possible to decouple the geoPositions from the
Geometry core. Actually I think that you can't really share much if your
goal is to control the animations independently. If you don't use
CoordinateInterpolators it should be possible to share the Geometry
cores. But you can't share interpolators or the transforms they
manipulate, because then you would essentially only have one animation.
So there's not much left to share (of the animation cores).
Sorry, that didn't help much I guess :-(
/Rasmus
--
Andreas Zieringer [EMAIL PROTECTED]
Fraunhofer IGD - A4 phone +49 (0)6151 155 289
Fraunhoferstr. 5 fax +49 (0)6151 155 196
D-64283 Darmstadt www.igd.fhg.de/www/igd-a4
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