Hi Micahel,
On 31 July 2013 05:17, michael kapelko wrote:
> Hi. I finally started to implement the described Timer functionality and was
> faced with almost the same question: how do I subscribe to osgViewer each
> frame update?
> Should I add my class to osgViewer::ViewerBase::setUpdateVisitor?
Hi. I finally started to implement the described Timer functionality and
was faced with almost the same question: how do I subscribe to osgViewer
each frame update?
Should I add my class to osgViewer::ViewerBase::setUpdateVisitor?
2012/6/22 Robert Osfield
> Hi Michael,
>
> On 22 June 2012 10:30,
Hi Michael,
On 22 June 2012 10:30, michael kapelko wrote:
> Am I understanding correctly that Object::STATIC is a flag that says
> something won't be traversed/updated each frame (based on some
> internal decision), and Object::DYNAMIC says: traverse/update it each
> frame?
DataVariance on Node'
Am I understanding correctly that Object::STATIC is a flag that says
something won't be traversed/updated each frame (based on some
internal decision), and Object::DYNAMIC says: traverse/update it each
frame?
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Hi Michael,
The way the OSG applications normally manage updates to the scene
graph is to either use a NodeCallback attached as UpdateCallback on
nodes or for the application to run the updates manually during the
frame loop - just by adding calls in between the viewer.advance() and
the viewer.ren
Hi.
I'm going to use OSG as one of my game engine components. Currently I
have Timer singleton. Classes that wish to be notified regularly
should inherit from TimerListener and add themselves to the queue like
Timer->addListener(this, 30); where 30 is 30 milliseconds, i.e., they
will be notified ap
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