Hi,

On 14/12/10 02:46, Sajjadul Islam wrote:
Hi Delport,

I have created a new class inherating the osg::Drawable::UpdateCallback. The 
class structure is as follows:

*****************************************************************************'
class BlurCallback : public osg::Drawable::UpdateCallback
{

public:
     BlurCallback(BlurPass *bp)
         :_bp(bp),
         _blurImage(false)
     {

     }


     virtual void update(osg::NodeVisitor *nv, osg::Drawable *drawable)
     {
         osg::Geometry *geo = dynamic_cast<osg::Geometry*>(drawable);

         osg::StateSet *state = geo->getOrCreateStateSet();

         state->setTextureAttributeAndModes(0, 
_bp->getOutputTexture().get(),osg::StateAttribute::ON);
     }


     BlurPass *_bp;

     mutable bool _blurImage;
};

******************************************************************************'

.............................................
...........................................


polyGeom->setUpdateCallback(bpCallback);




The program crashes when it reaches the viewer.run(); If the comment the above 
code
the application runs. I think i need to implement some kind of callbacks 
implement what you have suggested in the last post. Isnt it?

You can for a start just do it when you modify the switch using the keyboard. The callback will be called every frame, so I don't think that is what you want.

jp





Regards
Sajjadul

------------------
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