For the archives:
I found the section again on multithreading: section "3.2 Dynamic
Modification" of the Quick Starters Guide.
Bests,
Nico
On Tue, Jun 23, 2009 at 4:41 PM, Nico Kruithof wrote:
> Hello Robert and Jason,
>
> Thanks for the fast response. I didn't want to create my own render
> loo
Hello Robert and Jason,
Thanks for the fast response. I didn't want to create my own render
loop as I thought I read somewhere that the rendering could be
multithreaded (the const part of the culling could overlap the
rendering phase for example). But I guess that this happens within the
call to v
Hi Nico,
As Jason notes the frame loop is under your control so you can just
add you own call yourself in your own frame loop. Another alternative
is to subclass from the Viewer and override the updateTraversals()
method, another solution would be to subclass from osg::Operation and
then attach y
Hi, Nico,
Nico Kruithof wrote:
Hello,
Say I would like to call a (global) update function every frame (not
directly associated with a node), just before the update of all scene
graph objects. How would I go about? Is there a call back function in
osgViewer that I missed? Or should I make a new
Hello,
Say I would like to call a (global) update function every frame (not
directly associated with a node), just before the update of all scene
graph objects. How would I go about? Is there a call back function in
osgViewer that I missed? Or should I make a new root node that gets
called before
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