Greetings all, I'm using the CameraManipulator from the NPS 11.x tutorial to follow a MatrixTransform object. The MatrixTransform position/orientation per usual with an Node UpdateCallback.
The manipulator simply attaches a node to the MatrixTransform node with a callback which grabs the parent NodePath (of the MatrixTransform node), represented in WOrld coordinates; i.e., per the demo code:. <snip> 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; }; <snip> What happens is that the object appears to occasionally be lagging a frame (or 2??) behind the updated viewer object's camera position/orientation. The affect is that the updated position of the object will 'jitter' say, every 10 frames or something like that... I tried to setDataVariance(osg::Object::Dynamic) for both the MatrixTransform and the node of the object being moved and still the same problem. But, when I attach a built in CameraManipulator (TrackBallManipulator) to the viewer CameraManipulator, I don't have the problem. It is as if the node with the Callback is being called sometimes before, or sometimes after, the MatrixTransform parent object's callback. Possible? What might I be missing? Is there a way to control when the CameraManipulator is updating the view matrix? the app is running under WinXP 32b through wxWIndows/Visual Studio9, if that matters. thanks very much for any insights, suggestions, help-- Ted
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