Hi Robert,

Robert Osfield wrote:

HI Charles,

In osgProducer::Viewer/OsgCamerGroup the sync method updates the frame
stamp, so if you want to override its time do so after sync().

That's where i was going wrong.  Thanks!!


In the SVN version of the OSG FrameStamp now has a ReferenceTime (as
before) plus a new variable SimulationTime, this allows you to
decouple the time that any animating objects use.  osgViewer::Viewer
also has the ability to set the simulation time by passing in the
simulation time to the Viewer's frame() method.

I will update and make use of this, too.   Thanks again.

-charlie

Robert.

On 2/20/07, Charles Cosse <[EMAIL PROTECTED]> wrote:

Hi Robert and Everyone,

is there a single place from which to set the framestamp throughout an
application?  I thought it would be the osgProducer::viewer's
setFrameStamp(mytime) method (which am setting before
sync/update/frame), but my NodeVisitors still have their own time.

I need to cause a particle system to evolve according to my clock with a
fixed dt.  The best solution would be to setReferenceTime() at some
top-level node and have that common time used throughout the subtree,
particularly by all NodeVisitors.

Thanks,
Charlie
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