Sinisa,
Thank you, it pointed me in the right direction. The final solution was
to manually call the vrj::OsgApp::latePreFrame method as described in
the link below, in order to force the framestamp update.
[
http://developer.vrjuggler.org/docs/vrjuggler/2.0/programmer.reference/classvrj_1_1OsgApp.html#3cce31b8defc9a8758e293c1a69a24d6
]
Kind regards,
Stephen
Sinisa Popovic wrote:
Hi Stephen,
This seems to me like an issue related to the need to maintain your own
osg::FrameStamp in order to use OSG animation capabilities. Here is a
detailed explanation:
http://www.openscenegraph.com/osgwiki/pmwiki.php/FAQ/FAQ#faq_34
You might notice that other things discussed there, like pushing/popping
of the state during rendering etc. are already done in VR Juggler, so
I think you will need to deal only with the FrameStamp.
Best regards,
Sinisa
----- Original Message ----- From: "Stephen Peterson"
<[EMAIL PROTECTED]>
To: "osg users" <[email protected]>
Sent: Tuesday, April 17, 2007 9:49 AM
Subject: [osg-users] AnimationPath and VR Juggler
Hi,
I am adapting an OpenSceneGraph application for use with the VR
Juggler framework. Everything works fine except one thing - my
AnimationPath is not animating.
Has anyone gotten the same problem? If so, is there any way to solve
it? I guess it has to do with the custom drawing loop found in the
OsgNav sample.
Thank you,
Stephen
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Stephen Peterson
PhD Student - Augmented Reality
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