Hello Robert and Jason, Thanks for the fast response. I didn't want to create my own render loop as I thought I read somewhere that the rendering could be multithreaded (the const part of the culling could overlap the rendering phase for example). But I guess that this happens within the call to viewer.frame(). So creating my own implementation should be fine.
Btw. I can't find the page explaining this anymore. Was I dreaming? Thanks, Nico On Tue, Jun 23, 2009 at 4:31 PM, Robert Osfield<[email protected]> wrote: > Hi Nico, > > As Jason notes the frame loop is under your control so you can just > add you own call yourself in your own frame loop. Another alternative > is to subclass from the Viewer and override the updateTraversals() > method, another solution would be to subclass from osg::Operation and > then attach you Operation to the Viewer using > Viewer::addUpdateOperation(). > > On Tue, Jun 23, 2009 at 3:12 PM, Nico Kruithof<[email protected]> wrote: >> Hello, >> >> Say I would like to call a (global) update function every frame (not >> directly associated with a node), just before the update of all scene >> graph objects. How would I go about? Is there a call back function in >> osgViewer that I missed? Or should I make a new root node that gets >> called before all other nodes? >> >> Bests, >> Nico Kruithof >> _______________________________________________ >> 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

