Hi Max,

NodeCallbacks are all implemented effectively traversal callbacks -
they override the Node::traverse(), and are suitable for adding custom
functionality to an existing scene graph structure and node types.  If
you are extending the OSG yourself such as when developing your own
NodeKit then the more efficient way to implement the custom traversal
behaviour is to override Node::traverse().

Robert.

On Wed, Jun 18, 2008 at 7:06 PM, Max Bandazian <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I'm looking to implement a feature similar to the connected particle system,
> and as such I've been looking at the particle system source to see how it's
> done. I noticed that the ParticleSystemUpdater doesn't use a NodeCallback to
> update the particle systems, but rather overrides the traverse method, and
> updates the system when it's traversed by a CullVisitor. This seems pretty
> strange to me, so I was wondering if anyone could explain why it's
> implemented that way.
>
> Thanks,
> Max Bandazian
>
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>
>
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