Ok, i got the desired effect that I wanted, I just had to make one change.
On line 787 in Viewer.cpp (in function osgViewer::Viewer::eventTraversal()) I changed the code from: Code: _eventQueue->frame( getFrameStamp()->getReferenceTime() ); to: Code: _eventQueue->frame( getFrameStamp()->getSimulationTime() ); my output is now: Code: 24.000000 25.000000 26.000000 27.000000 28.000000 29.000000 AnimatonPath completed in 30 seconds, completing 30 frames, average frame rate = 1 While I can get this working for me for now, I highly doubt changing core OSG code is the way to go about this(well at least by myself)... Although, this change *could* be correct since if we are using a simulated time, then an animation path should be based on the simulated time. If the user is not wanting to specify a simulated time, the default behavior is using the USE_REFERENCE_TIME value as a simulated time, which is then caught in osgViewer::Viewer::advance() as a special case and sets the SimulatedTime to ReferenceTime. So then calling SimulatedTime instead of getReferenceTime shouldn't cause problems. (Note that I am basing this off of no testing whatsoever and am purely speculating) Any thoughts? Cheers, Nick[/code] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24404#24404 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org