Hi Rick, On 11/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
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?
Yep this will work. The other way is to write a custom AnimationPathCallback that does custom time modulation, rather than the support that the existing AnimationPathCallback does,
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.
If everything needs to run in its own time than a custom AnimationPathCallback is what you must use. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
