Greetings, I'm running into a little snag here. I utilized the "CameraNodeFollower" Camera Manipulator as presented in the NPS tutorial. For all who don't know it basically attaches a node with a NodeCallback that obtains the current NodePath of the parent, and multiplies its own offset from the parent which is then 'followed'. e.g., :
struct updateAccumulatedMatrix : public osg::NodeCallback { virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { matrix = osg::computeWorldToLocal(nv->getNodePath() ); traverse(node,nv); } osg::Matrix matrix; }; OK. What is happening is rather strange. It is attached to a MatrixTransform object. When the MatrixTransform is updated with an UpdateCallback, the underlying object "jitters" every 1/2 to every 1 second (variable). It is as if the updating of the object in 'out of synch' with the CameraNodeFollower CameraManipulator When I just attached a built-in CameraManipulator, for example a sgGA::TrackballManipulator, I don't have the problem. So, it must something with how I am implementing this NodeFollowerManipulator. I tried setDataVariance to DYNAMIC on both the MatrixTransform node (parent) and the child node with the UpdateCallback attached as above, and that didn't do anything. I also played with: viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded); no change. Any ideas how to fix this or what might be happening here? thanks, Ted
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