Yes, I agree on that. I think it would be useful to have at least two
timelines, one simulation time and one real time (for statistics,
database paging and stuff like that). The basic setup should have
simulation time = real however an option would be useful to manipulate
the simulation time on your own. Effect stuff like particles should
listen to simulation time, database paging should listen to that real
one.

If this is already possible with the current osg implementation, please
tell me. ;-)

Richard

> I'm currently moving over from osgProducer to osgViewer and I'm
> wondering how to achieve the ability to control the time being passed
> into the scene's update traversal. My application is frame driven and
> I want to be able to control the time that the scene is evaluated at
> in such a way that I can slow down, speed up, and even reverse the
> direction of the time. At the moment it seems that the Viewers notion
> of time is passed down into the SceneView's. I need the two to be
> quite separate, so that I can do something like
>
> osg::Viewer viewer;
>
> ...
>
> while (!viewer.done())
> {
>
> }
>
>
> -Drew
>
> --
> Drew Whitehouse
> ANU Supercomputer Facility Vizlab
>

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