There are plenty of osg examples that show how to create your own event
handler by subclassing from GUIEventHandler. For example look at osgpoints.
Make your own event handler, and change the text visibility (using its node
mask) based on whatever keys you choose.
To update text dynamically, use
Use event handlers, node masks or a switch.
Sent from my iPhone
> On Dec 20, 2018, at 5:28 PM, Diego Mancilla wrote:
>
> Hello ravi,
>
> Thank you for your your answer.
>
> What you suggest can be accomplish by the use a visitor or a callback?: Lets
> say that I want to change show/hide the
Hello ravidavi,
Thank you for your your answer.
What you suggest can be accomplish by the use a visitor or a callback?: Lets
say that I want to change show/hide the text when the user press a key,
moreover, if some of the text for nodes (cessna) should be shown/hidden with
some key and
Hello ravi,
Thank you for your your answer.
What you suggest can be accomplish by the use a visitor or a callback?: Lets
say that I want to change show/hide the text when the user press a key,
moreover, if some of the text for nodes (cessna) should be shown/hidden with
some key and others
If you will be dynamically changing your text, then specify that when you
first create it:
osgText::Text* text = new osgText::Text;
text->setDataVariance(osg::Object::DYNAMIC);
Note that setting the data variance is important for multithreaded Viewers
Hello,
I have a couple of doubts regarding the proper way of handling osg::Text
inside an animation.
For the sake of simplicity lets say we are working on the osganimate example,
and we have multiple cessna moving around.
1- What is the proper way of changing the text of osg::Text on
6 matches
Mail list logo