Good to hear you've resolved the problems and got things working
really efficiently ;-)
On Tue, 8 Jan 2019 at 14:11, Diego Mancilla wrote:
>
> Hello Robert,
>
> Thank you again.
>
> It turns out that I forgot to initialize the _timeMultiplier variable on the
> constructor of my AnimationPath cl
Hello Robert,
Thank you again.
It turns out that I forgot to initialize the _timeMultiplier variable on the
constructor of my AnimationPath class. Also I had a problem with some crazy
references retrieved wrongly: for some reason on a "for (auto e: stl_map)..."
loop, &e.second, was not gettin
HI Diego,
I can point you in the right direction but I can't sit beside you and
walk through your code in a debugger. When figuring out a crash this
is what is needed.
The only thing I can add is that using raw C pointer is generally a
red flag and one should be very cautious about doing so. Th
Hello Robert,
Thank you very much for you complete response.
I'm trying to do what you suggest and have my on
AnimationPath/AnimationPathCallback classes that handle my data. But I stumble
into a problem.
When I subclass AnimationPath and AnimationPathCallback I have no problems.
But when I
Hi Diego,
On Fri, 4 Jan 2019 at 16:16, Diego Mancilla wrote:
> I have another question rather technical. As per now a have a lot of moving
> objects. I'm using standard AnimationPath instances for each one of them.
> Also y have a lot a control points for each one (20k+). So filling the
> Anim
Hello Robert,
Thank you again for your answer.
Regarding your question "the AnimationPathCallback::update method)?": yes, from
the source:
Code:
void AnimationPathCallback::update(osg::Node& node)
{
AnimationPath::ControlPoint cp;
if (_animationPath->getInterpolatedControlPoint(getAnim
Hi Diego,
On Fri, 28 Dec 2018 at 14:31, Diego Mancilla wrote:
> So:
> 1 - Can I, from the osg::FrameStamp instance "reconstruct" the current
> animation time from the AnimationPath instances or from anywhere else?
The FrameStamp is set up in the Viewer::advance(..) method, you can
pass a simula
Hello Robert,
First of all, thank you for your answer. I'm just starting to use OSG so I'm
learning as I go.
So, my issue is a little more complicated (I think).
I have serveral AnimationPath instances. Each one with a AnimationPathCallback
derived class attached to it. So, the thing is that
HI Diego,
The OSG uses an osg::FrameStamp for each new frame, this is accessible
from the Viewer and the different traversals like
UpdateVisitor/EventVisitor/CulllVisitor and the draw traversal.
Individual animations like AnimantionPath can have their own local
animation speed that take the FrameS
Hello,
I have several AnimationPath intances for a number of moving objects. Each
object has the same number of ControlPoints on their path.
I need to know if there is a proper way to retrieve the current time of the
animation (using a callback, for instance). I need this number in order to
d
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