Hi Philip,

I've applied your patch and tested it against a Present3D presentation
that I have that has animation paths used in it, Present3D allows you
to pause and unpause animations as well as force a reset all on
different key presses.  What I found is that without your patch things
worked fine, with your patch the reset/pause/unpause does not work
correctly.  One thing that Present3D does do is when it does the reset
it does an update on the node - the code is:

            apc->reset();
            apc->update(*_node);

The AnimationPathCallback doesn't know about the node it's attached to
so can't do this automatically, so either we need to do this
explicitly like the above or tweak the callback so that it does still
do an update.

As things stand your submissions breaks existing functionality so
isn't ready to be merged.

Robert.

On Tue, May 26, 2009 at 10:13 AM, Philip Lamb <[email protected]> wrote:
>
> On 26/05/2009, at 11:01 AM, Robert Osfield wrote:
>>
>> On Tue, May 26, 2009 at 9:46 AM, Philip Lamb <[email protected]> wrote:
>>>
>>> Hi all,
>>>
>>> In AnimationPath.cpp, when pause is set, the node to which the update
>>> callback is attached is not updated. This has the erroneous effect of
>>>  making a call to reset the animation not take effect in the scene graph
>>> until the node is unpaused, which is not the expected behaviour.
>>> Additionally, getAnimationTime returns incorrect results if pause is
>>> enabled, and if the node has not yet been traversed by an update. The
>>> attached patch corrects these errors by making pause affect only the
>>> timeline, rather than the node traversal itself. The patch is again the
>>> current HEAD of the 2.8 branch.
>>>
>>> Regards,
>>>
>
>
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