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/

Reply via email to