OK, Robert,
from your point of view you are right.
On the other hand the implementation I used is axactly this threads topic.
I sayed I have to recalculate the geometry.
This dynamic part of the whole scene is defined as
osg::ref_ptr<osg::Switch> scene; // Textile fabric
THis node is given to the whole scene by
bigScene->setNode(position, scene.get());
Big Scene is also a switch.
Inside my "scene" I have nodes representing one textile thread each.
If the geometry of the textile thread changes I create a new node with the new
geometry and set it by:
scene->set Node(threadNumber, myNewNode);
When doing just that my bigScene didn't recognize the changed leafes.
But after calling
bigScene->setNode(position, scene.get());
again - with the same scene.get() as before - the changes were recognized
immediately.
I know my approach maybe incorrect but I'm also just at the beginning of my
work with osg.
- Werner -
On Thursday 16 September 2010 10:22:54 Robert Osfield wrote:
> Hi Werner,
>
> On Thu, Sep 16, 2010 at 8:58 AM, Werner Modenbach
>
> <[email protected]> wrote:
> > I have the same kind of question (and problem).
>
> Could you start a separate thread for a separate topic, modifying
> geometry vertex data dynamically is very different from add/removing
> objects from the scene graph.
>
> Robert.
> _______________________________________________
> osg-users mailing list
> [email protected]
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