Hi,

On Thu, 2006-08-17 at 14:33 +0200, Marcus Lindblom wrote:
> Allen Bierbaum wrote:
> >> We could probably contribute on that, we definitely need
> >> animations! BTW: OpenSceneGraph has anims ;)
> >>  
> >>
> > I think one of the reasons for this is that OpenSceneGraph has an app 
> > traversal to update animations and other changes in the graph.  OpenSG 
> > currently doesn't support this as a first class traversal.  I know we 
> > would really like to see some type of support for this formalized so we 
> > can put more logic into the scene graph where it makes sense for our 
> > applications.
> 
> I think it makes sense to separate 'object-update-with-time' traversal 
> and the scene-graph itself. Attempting to bundle everything together in 
> one interface (i.e. Node) tends to make things a bit messy in terms of 
> dependencies. (I've seen some such systems.)
> 
> But yes, some kind of time-dependent framework which would update the 
> visual components would be very nice.
> 
> The problem with all systems is that you need to handle ordering of 
> update dependencies somehow. I.e. first update transforms from time & 
> data, then compute skinning and/or setup shader constants. Adding 
> normalization/tangent space and other derived data to this makes it even 
> trickier. Usually, we solve such things by create a directed graph from 
> each objects dependency and sorting that to get an update order (this is 
> only done when the ordering is dirty.)

just my 0.02$. As OpenSG keeps track of what changed a light, observer
based approach might be not so uninteresting. 

regards,
   gerrit




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