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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