Yes, it is referenced by a osg::ref_ptr, but one scene is a
globe which encapsulates the other scene (by far). I thought it might be a
culling issue, but the globe scene was turned off with setsinglechildon and i
tried again with setchildvalue and got the same results. Now, if I leave both
children turned on and move the camera to the position of the smaller scene, it
does appear. Any ideas? This may be a non-issue since we may be dynamically
creating the scenes instead. Do you know if I can call Viewer->setSceneData
several times on a ref_ptr to different scenes to switch the scene? If I wanted
to use the same ref_ptr, would I want to call ref_ptr::release() then
reconstruct the scene from that pointer? If I did that, would it be necessary to
call Viewer->setSceneData again? Thank you for the fast response, and as
always, any input that you may have would be greatly
appreciated.
Thank you,
John
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Egli
Sent: Monday, July 10, 2006 4:46 PM
To: osg users
Subject: Re: [osg-users] Multiple Scenes
an deletion call of the inactive scene done? ref_ptr?
2006/7/10, Argentieri, John-P63223 < [EMAIL PROTECTED]>:
What is the best way to maintain two scenes and have one viewer switch between them? I tried using MultiSwitch and Switch, but the inactive scene is getting trashed if I set its value in the switch to false. When I try to set it back to true it does not appear. However, when I do not set it to false at all and perform the same code, it appears. There must be a construct that I don't know about. Any input is greatly appreciated.
Thanks,
John
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