Hi Robert, thanks for fast replay!
The qt-example comes with osg-2.8.2 for windows (and does not contain a real rendering loop, just the frame() call). It's not about a game project, it's about a GUI tool. The ViewerBase::frame(..) function seems to contain the whole rendering sequence including the update and rendering steps: Code: void ViewerBase::frame(double simulationTime) { if (_done) return; // osg::notify(osg::NOTICE)<<std::endl<<"CompositeViewer::frame()"<<std::endl<<std::endl; if (_firstFrame) { viewerInit(); if (!isRealized()) { realize(); } _firstFrame = false; } advance(simulationTime); eventTraversal(); updateTraversal(); renderingTraversals(); } What would be also a safe cut, for an event driven framework using OSG ? (btw. there is no sync() function present in the base class hierarchy => eventTraversal == sync ?!? ) regards, lexar ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21149#21149 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org