So I should just grab the framestamp that is already there, set its time
after sync() and update() will take care of passing it along to the graph?

That is helpful, thanks.

Also, in my project, I had various sub-graphs (read in as .lws file), and I
want them each to be running under their own "time".  I made a class that
inherits from PositionAttitudeTransform (called Actor) and created an
instance as a parent for each of the LWS sub-graphs.  I have Actor maintain
its own framestamp and pass it to its children via its own accept() call.  I
also overrode the virtual traverse() because an Actor may be a child of
another Actor.  It seems to work well, but I am not sure if it was the best
way to do it.

-- Rick



On 11/17/06, Robert Osfield <[EMAIL PROTECTED]> wrote:

Hi Rick

On 11/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> I am writing a little app where I play, pause, play reverse, and scrub
with
> the mouse.  What happens underneath (somewhere) in Viewer is that an
> osg::FrameStamp is placed inside of an osgUtil::UpdateVisitor and then
> passed to the scene via the accept() call.  When I do mine, I use a
> osgProducer::OsgCameraGroup rather than a regular Viewer because I am
not
> sure where in the Viewer all of that happens and where to set the time
> myself.   Anyone?

The framstamp is updated in OsgCameragroup.sync(), after this call it
is possible to override it and set you own FrameStamp reference time.

Robert.
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