Hi all,
I have a custom DataModel describing objects, relations between them. The
objects of my custom DataModel are rendered using OSG.
Depending on user events in my app, the objects of my DataModel are modified
and OSG is being notified of all these modifications. These modifications leads
to e.g. osg::PositionAttitudeTransforms being updated, node masks being
modified, osg::Geodes being added or removed of the graph (via addChild() /
removeChild()). This leads to a live 3D rendering with animations...
I do all the updates of my OSG graph in a raw way, without using callbacks.
This gives code such as
Code:
m_worldFrame->setPosition(EigenToOsgVector3(m_node->m_worldFrame->m_pos));
m_worldFrame->setAttitude(EigenToOsgQuat(m_node->m_worldFrame->m_quat));
if (m_worldFrame)
m_worldFrame->setNodeMask(0xffffffff);
if (m_mesh)
m_mesh->setNodeMask(0xffffffff);
Now I am currently reading the Beginners' Guide and have read callbacks should
be used for animation (chapter 8).
Does that mean I should use callbacks for all modifications of the osg graph?
This could be implemented in such a way that when my DataModel is updated a
flag is updated which is read by the callbacks and depending on the state of
the flag the callback performs the osg graph update of not. This is possible
but this looks very heavy to implement...
Am I getting something wrong? Or should I really use update callbacks for all
modifications of the OSG graph (objects moving, setting masks...)?
Thanks a lot,
Antoine.[/code]
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=71456#71456
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