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).
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
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Read this topic online here:
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
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
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
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