> The moment I add virtual void operator(Node *node, NodeVisitor nv); with
> an empty implementation it causes the problem.  So somehow the
> operator method is creating or at least triggering the problem.

what I just said. Don't make it empty.

Add at least traverse(node, nv); to the implementation.

Christian


2014-11-20 16:23 GMT+01:00 Chris Hidden <[email protected]>:

> Ok, I understand.  I also initially thought moving the viewmatrix would be
> the way to go.
>
> I wish I knew what to provide as far as information on my code goes.  Ive
> been testing trying to figure out why my models don't render properly on
> the HUD. I've narrowed it down to the UpdateCallback.  For whatever reason,
> if I attach an empty UpdateCallback to my slave camera(literally just an
> empty class that inherits from NodeCallback) then it works.
>
> The moment I add virtual void operator(Node *node, NodeVisitor nv); with
> an empty implementation it causes the problem.  So somehow the operator
> method is creating or at least triggering the problem.
>
> Would the updateCallback somehow cause a threading issue where the models
> don't have time to render properly or something along those lines?  I just
> can't make logical sense of why it would do that, much less how to debug it
> :P
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61745#61745
>
>
>
>
>
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