Robert,
On 26/05/2009, at 12:57 PM, Robert Osfield wrote:
What I found is that without your patch things
worked fine, with your patch the reset/pause/unpause does not work
correctly.
Is the Present3D application you're referring to one that I could look
at? It seems to me that as it stands, AnimationPath has some bugs, and
if these have to be corrected while not breaking existing work-arounds
in use, it would be useful to be able to test against them.
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);
I can't see how this could possibly work, since apc->reset() sets
_firstTime to DBL_MAX, and then apc->update() internally queries
getAnimationTime() which uses the DBL_MAX value as if it was a
legitimate value in the equation (_latestTime - _firstTime). This
could only produce a random very large negative number, which might
have the effect of being prior to the animation, but certainly
incorrect.
BTW, if this isn't the correct place to discuss submissions, let me
know.
Regards,
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