Hi Ulrich and Robert,
I agree with you Ulrich. I have been looking at the getAnimationTime
method which uses an absolute time calculation instead of a relative
delta time approach. I am working on adding a _prevTime instance
variable to the operator() method to save the _latestTime from the
previ
Hi Alan and Robert,
Robert Osfield wrote:
> The sounds very much like a bug where the pause code is being broken
> by changes in the multiplier. Have a look at the
> AnimationPathCallback implementation to see if you can spot what might
> amiss.
I believe this behaviour is due to the way the ani
Hi Alan,
The sounds very much like a bug where the pause code is being broken
by changes in the multiplier. Have a look at the
AnimationPathCallback implementation to see if you can spot what might
amiss.
Which version of the OSG are you looking at?
Robert.
On Wed, Sep 3, 2008 at 7:46 PM, Dick
I have been creating an animation controller which allows the user to
start, stop and reset the animation being visualized in OSG. I have
added speed control keys which allow the user to speed up or slow down
the simulation by changing the timeMultiplier value in the
AnimationPathCallback class.
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