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





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