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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