Oops, I hit the send button a bit early on the last message. Try #2 ...
I haven't got to the bottom of this yet, but I have found a few things
that seem puzzling. Eg using the next bit of code in a standard viewer
event loop has the effect that none of the animationpath callbacks are
advancing, they are being called, but the frameStamp they are seeing is
stuck at the same time. The AnimationPathManipulator that I've installed
however does advance in time.
// record the timer tick at the start of rendering. unsigned
int frameNum = 0;
start_tick = osg::Timer::instance()->tick();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
frameStamp->setFrameNumber(frameNum++);
viewer.setFrameStamp(frameStamp.get());
// ...
I also tried setting frameStamp->setReferenceTime(0.0) in the above loop
which has the same behaviour, ie the animation path still continues, so
it seems that viewer.setFrameStamp() has no useful effect at all.
-Drew
(they are being called, but the frameStamp they are seeing is stuck at
the same time).
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