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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