HI Cedric, Added support for NodeCallback to CopyOp and beyond does sound reasonable. The only issue I forsee right now is that some users might not fully implement their callbacks so miss out the full copy constructors. If they are doing this are cloning they might meet with problems, but if they are combining these both then they really should implement their code fully...
So go for it. I'll have a review of your final changes and if anything problematic jumps out I'll ping you with my thoughts. Cheers, Robert. On Sun, Jun 14, 2009 at 10:51 PM, Cedric Pinson<[email protected]> wrote: > Hi Robert, > > In osgAnimation i need an update callback per Bone, so when i clone a > scenegraph that contains bone it does not duplicate the updatecallback. > I would like to know if you would accept submission that add option in > the CopyOp to duplicate update callback chain. > > I could do that in the osgAnimation::Bone::Bone(const Bone& b, const > osg::CopyOp& copyop); > but maybe it could be better if it works for general case. > > Does it makes sense for you ? > > Cheers, > Cedric > > -- > +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[email protected] > http://www.plopbyte.net > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
