Hi Paul,

thanks a lot you're right ! adding a stateattribute made my callback beeing
traversed...

just one last question : my callback is a structure, and there is no
traverse() method to call... is it a problem ?
Thanks

Regards,
   Vincent.

2008/8/7 Paul Melis <[EMAIL PROTECTED]>

> Hi,
>
> Try adding your osg::Light to a StateSet, i.e. (pseudocode)
>
> group = osg::Group()
> lightsource = osg::LightSource()
> light = osg::Light()
> light.setLightNum(0)
> ....
> lightsource.setLight(light)
> group.addChild(lightsource)
> group.getOrCreateStateSet().setAttribute(light, osg::StateAttribute::ON)
>
> viewer.setSceneData(group)
>
> It seems StateAttribute callbacks are only called when the attribute is set
> on a StateSet.
> Setting the light as state attribute on "lightsource" does not seem to
> work, which is a bit surprising as a osg::LightSource is a Group and
> therefore also has a StateSet.
> Actually, I find the whole Light / LightSource (which is a Group) / Light
> set as a StateAttribute a bit confusing.
>
> Paul
>
>
> Vincent Bourdier wrote:
>
>> Hi,
>>
>> I just need to move a light, and for that I try to use a callback.
>> So I implement a simple class lightMoveCallback : public
>> osg::StateAttribute::Callback
>>
>> with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor*
>> nv);
>>
>> but the callback is never called...
>>
>> I use :
>> light->setUpdateCallback(new lightMoveCallback())
>> thanks for help,
>>
>> Regards,
>> Vincent.
>> ------------------------------------------------------------------------
>>
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
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