Robert, Nevermind, I found it. :) Would you consider accepting a patch that introduces the option to disable this feature via some method:
myTrackManip->setContinuousUpdate() ...and perhaps other options for applying modifiers to the amount of transformation taking place; i.e.: myTrackManip->setTransformSensitivity() Perhaps these belong in MatrixManipulator instead, so that all of them could benefit? I'd be willing to try this, after I finish the AnimationRecordPath thing... :) On Fri, 2007-06-08 at 11:47 -0400, Jeremy L. Moles wrote: > On Fri, 2007-06-08 at 16:27 +0100, Robert Osfield wrote: > > Hi Jeremy, > > > > All of manipulators will work with all of the osgViewer, they aren't > > platform specific. The request* methods are really just hints to the > > viewer. Most games will being running a frame loop and won't be event > > driven so you won't ever be turning on/off the rendering, this means > > that such viewers will just ignore the request as the frame will be > > updated anyway. You'll see the vast majority of examples work with a > > frame loop. > > Is there a way, then, to disable the continuous "trajectory" (for lack > of a better descriptive term) feature of the TrackballManipulator then? > Or does this go against what it's meant to do in the first place? I'd > like to leverage the existing code for sure, but perhaps this is a job > for a different manipulator? > > > Robert. > > > > On 6/8/07, Jeremy L. Moles <[EMAIL PROTECTED]> wrote: > > > I'm trying to put together a standard "3rd Person" camera setup, and it > > > appears that the NodeTrackerManipulator demonstrated in osgsimulation is > > > a great place to begin. > > > > > > Am I correct in my assumption that this Manipulator can be made to > > > instruct a Camera to follow whatever Node it is attched to as the object > > > is translated? I haven't had a chance to test this out yet, and I'm not > > > sure if the planet is spinning or the cessna is moving in > > > osgsimulation. :) > > > > > > My main question, however, is a request for any existing solutions to > > > this before I being reinventing the wheel--as educational as that may > > > be. :) I guess it's a tough thing to answer, since the Manipulator > > > classes seem to be quite dependent on the windowing system/viewer in > > > question (in my case, SDL). However, any advice or success stories would > > > be helpful. The one thing in particular I'll be interested in doing is > > > disabling the requestContinuousUpdate() feature of the > > > TrackballManipulator (which the NodeTrackerManipulator appears to use > > > internally) so that it behaves as close to modern "game cameras" as > > > possible... > > > > > > _______________________________________________ > > > osg-users mailing list > > > osg-users@openscenegraph.net > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > http://www.openscenegraph.org/ > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@openscenegraph.net > > http://openscenegraph.net/mailman/listinfo/osg-users > > http://www.openscenegraph.org/ > > > > _______________________________________________ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/