HI Christian,

You application has complete control of when and how
Viewer::updateTraversal() gets called.  You could not bother calling
updateTraversal() in your frame loop, and just do you own update management
or subclass from Viewer::updateTraversal() and implement the ordering just
how you want.

Robert.

On 19 February 2015 at 13:32, Christian Buchner <[email protected]
> wrote:

> 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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>
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