Hi Robert,
thanks for fast replay!
The qt-example comes with osg-2.8.2 for windows (and does not contain a real
rendering loop, just the frame() call).
It's not about a game project, it's about a GUI tool.
The ViewerBase::frame(..) function seems to contain the whole rendering
sequence including the update and rendering steps:
Code:
void ViewerBase::frame(double simulationTime)
{
if (_done) return;
//
osg::notify(osg::NOTICE)<<std::endl<<"CompositeViewer::frame()"<<std::endl<<std::endl;
if (_firstFrame)
{
viewerInit();
if (!isRealized())
{
realize();
}
_firstFrame = false;
}
advance(simulationTime);
eventTraversal();
updateTraversal();
renderingTraversals();
}
What would be also a safe cut, for an event driven framework using OSG ?
(btw. there is no sync() function present in the base class hierarchy =>
eventTraversal == sync ?!? )
regards,
lexar
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21149#21149
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org