Allen Bierbaum wrote:
>> We could probably contribute on that, we definitely need
>> animations! BTW: OpenSceneGraph has anims ;)
>>  
>>
> I think one of the reasons for this is that OpenSceneGraph has an app 
> traversal to update animations and other changes in the graph.  OpenSG 
> currently doesn't support this as a first class traversal.  I know we 
> would really like to see some type of support for this formalized so we 
> can put more logic into the scene graph where it makes sense for our 
> applications.

I think it makes sense to separate 'object-update-with-time' traversal 
and the scene-graph itself. Attempting to bundle everything together in 
one interface (i.e. Node) tends to make things a bit messy in terms of 
dependencies. (I've seen some such systems.)

But yes, some kind of time-dependent framework which would update the 
visual components would be very nice.

The problem with all systems is that you need to handle ordering of 
update dependencies somehow. I.e. first update transforms from time & 
data, then compute skinning and/or setup shader constants. Adding 
normalization/tangent space and other derived data to this makes it even 
trickier. Usually, we solve such things by create a directed graph from 
each objects dependency and sorting that to get an update order (this is 
only done when the ordering is dirty.)

/Marcus


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