That was it, the FrameStamp wasn't updating properly.

Thanks

E.

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Thursday, June 29, 2006 15:29
> To: osg users
> Subject: Re: [osg-users] AnimationPathCallback not Updating
> 
> Hi Eric,
> 
> Are you using osgProducer::Viewer or your own custom viewer code?  If
> the later then the most likely thing missing is a FrameStamp updated
> for each frame.  See osgsimple for an example of setting this up.
> 
> Robert.
> 
> On 6/29/06, Eric Maslowski <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >
> > Hello all,
> >
> >    I'm having some trouble getting my AnimationPathCallback to actually
> > play. I can successfully create a path, query different time steps,
> etc.,
> > but when added to an AnimationPathCallback nothing happens. (I have been
> > using "osganimate.cpp" as reference.) Here's the basic code I've been
> using.
> >
> >
> >
> > -------------
> >
> > m_camera_path; // already initialized AnimationPath
> >
> >
> >
> > m_path_callback = new
> > osg::AnimationPathCallback(m_camera_path,0.0,1.0);
> >
> >
> >
> > osg::PositionAttitudeTransform* p_xform = new
> > osg::PositionAttitudeTransform();
> >
> > p_xform->setUpdateCallback(m_path_callback);
> >
> >
> >
> > osg::Node* model = osgDB::readNodeFile("data/box.osg");
> >
> > p_xform->addChild(model);
> >
> > root_node->addChild(p_xform);
> >
> >
> >
> > .
> >
> >
> >
> > sceneview->update();
> >
> > -------------
> >
> >
> >
> > Am I missing something here? Thanks.
> >
> >
> >
> > Eric
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
> >
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