HI Dae Woo Ryu, The callback you have shown should be sufficient, but will require you to do a dirtyDisplayList() on the geomtry to get it to update if you have display lists enabled. I'd recommend disabling display lists for this type of work though, a call to geometry->setUseDisplayLists(false) should be sufficient.
However, if you are comfortable writing your own shaders by far the most efficient way to animate texture coordinates is to do it within the vertex shader. You can use the osg_SimulationTime uniform that the OSG provides to get the current time. Have a look at the OpenSceneGraph/examples/osgdrawinstanced/osgdrawinstanced.cpp to see an example of this in action. Robert. On Tue, 30 Jul 2019 at 08:43, Dae Woo Ryu <[email protected]> wrote: > Hi ,robertosfield > > Thank you for reply. > > > I want to continue moving the Texture like the code below. > > But the coordinates of the texture do not seem to update continuously. > > I want the Texture to be updated continuously. > > > Code: > virtual void operator()(osg::Node*, osg::NodeVisitor* nv) > { > if (nv->getFrameStamp()) > { > _texcoords2 = > dynamic_cast<osg::Vec2Array*>(_geom->getTexCoordArray(0)); > > for (unsigned int u = 0; u < _texcoords2->size(); > u++) > { > _texcoords2->at(u).x() += 0.001f; > _texcoords2->at(u).y() += 0.001f; > > } > > > > .... > > > > > Thank you! > > Cheers, > Dae Woo Ryu[/code] > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=76538#76538 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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