Re: [osg-users] Switch node not working the second time I change the values

2012-06-27 Thread Nav Joseph
Thanks Robert. I had edited my earlier post to include the code. With your 
mention of managing the viewer, I placed breakpoints and found that I just 
needed to use setRunFrameScheme(osgViewer::ViewerBase::CONTINUOUS);
Works now. Thanks :-)

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Re: [osg-users] Switch node not working the second time I change the values

2012-06-27 Thread Robert Osfield
Hi Nav,

The redraw of the window is down to your application and how it
manages the frame loop.  As you've said nothing about how you are
managing the viewer/windows there is nothing we can add.

Robert.

On 27 June 2012 09:03, Nav Joseph  wrote:
> Correction: Just tried the same program, and the switching between textures 
> is happening. When I click and drag, an object in the viewer rotates. When I 
> simply click on the viewer, the object stops rotating.
> After clicking, when I drag to rotate the object, I see that the texture 
> switch had happened. I guess it didn't refresh for god knows what reason.
> How can I ensure that the refresh happens?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=48555#48555
>
>
>
>
>
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Re: [osg-users] Switch node not working the second time I change the values

2012-06-27 Thread Nav Joseph
Correction: Just tried the same program, and the switching between textures is 
happening. When I click and drag, an object in the viewer rotates. When I 
simply click on the viewer, the object stops rotating.
After clicking, when I drag to rotate the object, I see that the texture switch 
had happened. I guess it didn't refresh for god knows what reason.
How can I ensure that the refresh happens?

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[osg-users] Switch node not working the second time I change the values

2012-06-26 Thread Nav Joseph
Created a switch node for which I set true and false values, and it works.
The Geodes contain one texture each. I declared buttonSwitch as a global, 
outside main.

Code:
osg::ref_ptr buttonSwitch = new osg::Switch;
osg::ref_ptr geode1 = new osg::Geode;
osg::ref_ptr geode2 = new osg::Geode;
geode1->addDrawable( quad1.get() );
geode2->addDrawable( quad2.get() );

buttonSwitch->addChild(geode1.get(),false);
buttonSwitch->addChild(geode2.get(),true);

camera->addChild( buttonSwitch.get() );


But when I try to switch on a mouse click, it does not work

Code:
virtual bool handle( const osgGA::GUIEventAdapter& ea, 
osgGA::GUIActionAdapter& aa )
{
osgViewer::View* view = static_cast(&aa);
if ( view )
{
switch ( ea.getEventType() )
{
case osgGA::GUIEventAdapter::PUSH:
std::cout<<"Push"setValue(0,false);buttonSwitch->setValue(1,true);}
else 
{buttonSwitch->setValue(0,true);buttonSwitch->setValue(1,false);}
break;


The control reaches the setValue line. I checked with a breakpoint. But I don't 
see the textures switching between visible and not visible. Is some kind of a 
refresh required to show the switched texture?

Additionally, I was using this technique to implement a button on my screen, 
since I found osg Widgets to be unreliable. Hope it's a good thing to implement 
my own navigation controls using textures as buttons and screenspace items? I 
didn't want to use MFC buttons coz my app would soon be ported to Linux.

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