@Jannik ahah sorry, I didn't realize from the author's name :D I remembered the post as I've successfully used a solution similar to yours to render DYNAMIC elements that I want to render at the end of the frame.
Anyway, as the frame number issue is fixed, no more need for workarounds. Cheers, Ricky On Thu, Feb 2, 2017 at 6:25 PM, Jannik Heller <[email protected]> wrote: > Hi, > > @Riccardo: Haha, that's my own post ;) The FrameSwitch node is what I > currently do but I'm looking to clean this up a little. Since the double > buffering is an implementation detail ideally it would be handled by the > node itself rather than a decorator node that has to be part of scene > graph. Also, having two copy of the same node presents a few gotchas that > you need to be aware of at all times. > > > > > > > Otherwise if you need the frame number only as a reference, I think you > might "pile up" frame numbers during the cull visit, and then "consume" > them from your drawImplementation. > > Interesting idea. My first thought that wouldn't work since > drawImplementation could be called more than once in the same frame, but, > there's nothing that prevents the CullVisitor from "piling up" the same > frame number twice either ;) > > @Robert: I am using 3.4. I vaguely recall that change you talk of but > couldn't find it in the code nor in the git log, did this get lost somehow? > If not could you point me to it? Thanks! > > Cheers, > Jannik > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70093#70093 > > > > > > _______________________________________________ > 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

