Thanks Robert for the hints and the explanation! Cheers, Nick
On Tue, Oct 27, 2015 at 2:25 PM, Robert Osfield <[email protected]> wrote: > HI Nick, > > The way the OSG implement node callbacks are as traversal callbacks that > are nested within the traverse of the node itself, so it's in effect a > traverse children callback. In the case of osgSim::LightPointNode it's > implemented as a leaf node so doesn't bother calling > NodeVisitor::traverse() to traverse any further so the callbacks aren't > called. > > The best I workaround I can think of is subclassing from LightPointNode > and overriding the LightPointNode::traverse() method to add in a > NodeVisitor::traverse() call as well as the LightPointNode::traverse(). > Another route might be to add the update callback to the parent. Or > perhaps just subclass from LightPointNode and treat this subclass as your > update callback etc. > > Robert. > > On 27 October 2015 at 12:23, Trajce Nikolov NICK < > [email protected]> wrote: > >> Hi community, >> >> I installed an update callback to a osgSim::LightPointNode .. However it >> is never called. Any hints, clue? >> >> Thanks as always! >> >> Nick >> >> -- >> trajce nikolov nick >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- trajce nikolov nick
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