This would require the user to be aware of the fact that the Visitor has not
finished its work after dtor is called.
This is even more user unfriendly in my point of view.
Sam
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Hi Robert,
the second half of my post is about the second option you was talking about.
The apply only gathers the nodes in question and does nothing else then there
is another method that performs the removal from parent.
But the issue with that is, that if I do not call this method, no removal
Hi Robert,
I am aware of the possibility to define my own methods in the visitor but the
point I was trying to explain is, that if I apply a visitor on a scene I would
except that this visitor has finished its work after calling the
node-accept(myVisitor)
If I have a RemoveXVisitor and I as
Hi Robert,
I suppose I expect that because let's say a RemoveGroupsVisitor should remove
Groups from a given graph, when I apply this visitor to a scene by
Code:
RemoveGroupsVisitor r;
scene-accept(r);
I personally would expect that now the groups are removed, which they are not
by the
Hi,
that is exactly the point. My RemoveXVisitor SHOULD remove nodes but since it
is not possible to do that in apply and there is no finalize method that gets
automatically called after accept has finished, it is only possible to remove
nodes by providing a custom member which the user must
Hi,
I was writing a Visitor that performed an extraction of certain elements from a
scenegraph. My first try was to remove the nodes in question from their parents
directly in the apply method which lead to some exceptions.
So what am I doing wrong? I mean I would except some finalize method
Hi,
I am in a situation where I receive a osg::ref_ptrGroup to which I should add
a Transform Node (or basically prepend it)
Usually the group I receive is in a hierarchy of nodes, so I was thinking about
getting parents of this group, removing this group as a child and add the
Transform
Hi,
passing a ref_ptr by reference.
This sounds somehow strange to me.
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Hi,
I spent the whole day chasing a weird memory leak on my GPU.
The following code is part of a (not working well) FBO render solution.
Code:
#include osg/CameraNode
#include osgViewer/ViewerEventHandlers
void foo()
{
osg::ref_ptrosg::Camera c = new osg::Camera();
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