Hi all,

I have a class derived from UpdateOperation() that inserts and removes
things into and from the scene graph.

There is a bit of a problem as it appears that MyUpdateOperation() is
called after the update callback of other scene graph obkects (like e.g.
InstanceCallback::update()). In my case the InstanceCallback sets the
number of instances to be drawn in some DrawInstanced geometry.

InstanceCallback::update(this=000000CE43999C60, frame no=198)
InstanceCallback::update(this=000000CE43999E20, frame no=198)
InstanceCallback::update(this=000000CE4399AE50, frame no=198)
InstanceCallback::update(this=000000CE4399B470, frame no=198)
InstanceCallback::update(this=000000CE4399BE10, frame no=198)
MyUpdateOperation()::update(this=000000CE0DB788A0, frame no=198)
SelectiveCullCallback::cull(this=000000CE43998A70, frame no=198)
SelectiveCullCallback::cull(this=000000CE43999D40, frame no=198)
SelectiveCullCallback::cull(this=000000CE43999E90, frame no=198)
SelectiveCullCallback::cull(this=000000CE4399A8A0, frame no=198)

The effect of this is that when MyUpdateOperation removes one instanced
geometry and adds a different one to be shown in its place, there is one
frame where the InstanceCallback::update() is missing, and hence during
this single video frame there is no instanced geometry on screen.

Is there a way to prioritize the UpdateOperation a bit higher, so that it
is called before other update() calls on scene graph objects?

Christian
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