HI Lars, Tools like osgAnimation and osg::AnimationPath are usable for this type of work, but for really large datasets I would tend towards writing a custom data structure for storing and accessing your data as this way you can optimize for memory constraints as well as performance.
For instance if you time values are a constant spacing then just storing the start time, and time delta, for the overall structure, then a simple std::vector<Vec3d/f> for the position data. Robert. On Thu, Jun 11, 2009 at 2:50 PM, Lars Karlsson<[email protected]> wrote: > > Hi all, what would be the best approach to animate huge time-stamped series > of data in OSG? The data is in the format: > > (t0, x,y,z) > (t1, x,y,z) > (t2, x,y,z) > ... > > I have hundreds of thousands of these tuples in a typical input file. The > tuples themselves were generated using a physical simulation program; to keep > things simple, one can presume that every tuple represents the center of a > physically simulated bouncing ball. > > Also, is there a way to support commands like FF, Play, Reverse Play, Stop, > Pause, and Reverse? > > Thanks for any pointers in the right direction, Lars. > > > > _______________________________________________ > 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

