Re: [osg-users] osg::Switch , UpdateCallback not being dissabled

2010-12-14 Thread Soonchan Park
Hi, again. I'm not sure if you want to animate whole hierarchy. I also implement hierarchical structure for rendering car, and it should be possible to turn on and off each part. In additon, it should animate also by following hierarchical structure(e.g. translate car and rotating wheels).

Re: [osg-users] osg::Switch , UpdateCallback not being dissabled

2010-12-13 Thread Soonchan Park
Hi, Tedzini You r right. First level children invoke their updatecallback, but furtur level of children doesn't invoke their. Have you found the solution? I try to solve also. If something solved, i'll make reply Thank you! Cheers, SC -- Read this topic online here:

Re: [osg-users] osg::Switch , UpdateCallback not being dissabled

2010-03-31 Thread ted morris
okay... but I wonder why the other callbacks for the other osg::Switch children beyond child #1 don't get their updateCallbacks invoked. Perhaps I'll have to try and explicitly removed the updateCallbacks or something like that... On Sat, Mar 27, 2010 at 11:07 AM, Paul Martz

[osg-users] osg::Switch , UpdateCallback not being dissabled

2010-03-27 Thread Ted Morris
Greetings, A fairly simple question. I could be missing something really obvious here. I have a switch node with a bunch of MatrixTransform objects hung under it, all assigned to a particular update callback. Pretty straight forward stuff, conceptually anyway. OK, so I turn on one vehicle as

Re: [osg-users] osg::Switch , UpdateCallback not being dissabled

2010-03-27 Thread Paul Martz
Ted Morris wrote: OK, so I turn on one vehicle as in: _vehiclesw-setSingleChildOn(1); The scene just renders the single object and runs through the callback. fine. But then it also is still running through object 0 callback (although it is not being rendered in the scene). Interestingly, the