Hi Dennis, For a pure physics sim I wouldn't have thought you'd need any viewer at all. You'd just need to use a UpdateVisitor and your own updating of the FrameStamp to signal the new frames. You will need to the updates from the physics to update the scene graph, I'm not familiar with osgNV+PhysX combination so can't comment how this would be done, or what is already provided for you. One would typically implement a pull mechanism from the scene graph where an update callback gets the data from the physics simulation, or a push mechanism where once per frame you apply all the data from the physics simulation to the scene graph in one go.
Robert. On Mon, May 9, 2011 at 4:20 PM, Dennis Loeben <dennis.loe...@gmx.net> wrote: > Hi, > > I'm using osg in combination with osgNV+PhysX to simulate physical objects. > This works fine. > > Now I want to suppress the visual rendering of the scene and use only the > scenegraph system of osg to simulate the physics without a graphic window > (standalone application). I tried to call the necessary traversals directly > but without the renderingTraversal(): > > > Code: > viewer.advance(); > viewer.eventTraversal(); > viewer.updateTraversal(); > > > > It seems that updateTraversal does not synchronise the position of osg > objects with the position of the physical objects. Is there something > missing? Or does anybody know a better solution to avoid a graphical window > but provide the backend simulation of osg+osgNV? > > Thank you! > > Cheers, > Dennis[/code] > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=39210#39210 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org