Re: [osg-users] Update question.

2009-06-24 Thread Nico Kruithof
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 Kruithofnicokruit...@gmail.com wrote: Hello Robert and Jason, Thanks for the fast response. I didn't want to create

[osg-users] Update question.

2009-06-23 Thread Nico Kruithof
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

Re: [osg-users] Update question.

2009-06-23 Thread Jason Daly
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

Re: [osg-users] Update question.

2009-06-23 Thread Robert Osfield
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

Re: [osg-users] Update question.

2009-06-23 Thread Nico Kruithof
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