Hi Werner,

If you want an answer to your specific questions start a new thread, I
won't encourage you to hitch on to another thread by answering your
technique questions in this thread.

Robert.

On Thu, Sep 16, 2010 at 10:11 AM, Werner Modenbach
<werner.modenb...@texion.eu> wrote:
> OK, Robert,
>
> from your point of view you are right.
>
> On the other hand the implementation I used is axactly this threads topic.
>
> I sayed I have to recalculate the geometry.
>
> This dynamic part of the whole scene is defined as
>
> osg::ref_ptr<osg::Switch> scene; // Textile fabric
>
> THis node is given to the whole scene by
>
> bigScene->setNode(position, scene.get());
>
> Big Scene is also a switch.
>
> Inside my "scene" I have nodes representing one textile thread each.
>
> If the geometry of the textile thread changes I create a new node with the
> new geometry and set it by:
>
> scene->set Node(threadNumber, myNewNode);
>
> When doing just that my bigScene didn't recognize the changed leafes.
>
> But after calling
>
> bigScene->setNode(position, scene.get());
>
> again - with the same scene.get() as before - the changes were recognized
> immediately.
>
> I know my approach maybe incorrect but I'm also just at the beginning of my
> work with osg.
>
> - Werner -
>
> On Thursday 16 September 2010 10:22:54 Robert Osfield wrote:
>
>> Hi Werner,
>
>>
>
>> On Thu, Sep 16, 2010 at 8:58 AM, Werner Modenbach
>
>>
>
>> <werner.modenb...@texion.eu> wrote:
>
>> > I have the same kind of question (and problem).
>
>>
>
>> Could you start a separate thread for a separate topic, modifying
>
>> geometry vertex data dynamically is very different from add/removing
>
>> objects from the scene graph.
>
>>
>
>> Robert.
>
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>
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>
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>
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>
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