The Viewer.run() has been made to allow every one to cut it into pieces. This is not a special behavior, most of the OSG user do it.
Vincent. 2009/5/5 Björn Blissing <[email protected]> > Well that will of course be diffrent depending on if I use Viewer or > CompositeViewer. > > Never the less, I still think it is strange that I would be forced to tear > down the Viewer.run() functionallity into pieces just to add and remove > objects to the scenegraph during runtime. Which (at least to me) would be a > pretty trivial feature. But apparently not? > > /Björn > > ------------------------------ > *Från:* [email protected] [mailto: > [email protected]] *För *Vincent Bourdier > *Skickat:* den 5 maj 2009 13:25 > > *Till:* OpenSceneGraph Users > *Ämne:* Re: [osg-users] Adding and removing objects to > scenegraphduringruntime? > > You can just call frame() in the while loop (if I'm right). > See what the viewer.run() do, you'll have a good overview of what to use or > not. > > Vincent. > > 2009/5/5 Björn Blissing <[email protected]> > >> The viewer.sync() and viewer.update() seems to be deprecated. And it >> seems a bit odd (at least for me) to just throw away the functionallity >> contained in viewer.run(). >> >> I have searched the mail archive but I still can't find any information >> how to properly add and remove content to the scenegraph during runtime, >> whilst still using the viewer.run() method. >> >> /Björn >> >> ------------------------------ >> *Från:* [email protected] [mailto: >> [email protected]] *För *Vincent Bourdier >> *Skickat:* den 5 maj 2009 11:32 >> *Till:* OpenSceneGraph Users >> *Ämne:* Re: [osg-users] Adding and removing objects to scenegraph >> duringruntime? >> >> Hi, >> >> I think the most secured way is to do it like that : >> >> while( !viewer.done() ) >>> >>> { >>> viewer.sync(); >>> viewer.update(); >>> >>> modify_scene_graph(); >>> >>> viewer.frame(); >>> } >>> >>> >> If I'm good, the callback allow safe graph modifications, but only on node >> children... so depending on what you need, that can be a solution too. >> The subject have been discussed lots of time on the mailing list, so check >> the archive and you will find some good informations. >> >> Regards, >> Vincent. >> >> 2009/5/5 Björn Blissing <[email protected]> >> >>> Hi! >>> I have my GameObject class that contains the position of each dynamic >>> game object in world coordinates. I also have my GameObjectManager class >>> that contains a vector of all game objects. This vector is empty when the >>> program starts, but populates with objects during runtime (some objects is >>> also removed during runtime). >>> >>> I've searched the mail achieve but I can't find any good example how to >>> add or remove objects to the scenegraph during runtime. I guess it has to be >>> done in some form of callback. But which one? According to >>> http://www.mail-archive.com/[email protected]/msg00725.htmlit is >>> a bad idea to do it in a updateCallback. >>> >>> Hopefully someone could give me an example or at least point me at the >>> right direction. Maybe there is an osg example I should study in depth? >>> >>> /Björn Blissing >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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