Simulation time within FrameStamp does increment on Windows. This is part of
the recently-added osgdrawinstanced example. There must be an issue with
your code.
 
Post a small example code that shows your problem, maybe someone nice will
compile it and debug it for you. Or... you have the source code, so you
should be able to debug it yourself. :-)
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/> 
+1 303 859 9466
 

  _____  

From: [email protected]
[mailto:[email protected]] On Behalf Of Poirier,
Guillaume
Sent: Wednesday, January 14, 2009 12:38 PM
To: [email protected]
Subject: [osg-users] Framestamp time non-increasing



Any idea why in Windows the simulation / reference time is not always
increasing ?
I tested in Linux and it works fine as expected... I base an animation on it
is it is
jerky. The frame number is always increasing properly but not the time.

I do

void Update::operator() (osg::Node* node, osg::NodeVisitor* nv)
{
  const osg::FrameStamp* fs = nv->getFrameStamp();
  float currTime = fs->getSimulationTime();

  // ...

  traverse(node,nv);
}


bill



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