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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