Thanks for the answers!
finally it works; the solution is simple:
this->setTimeOffset(ServerTime);
Of course I tried this at the beginning, but the animation stoped whenever I
called setTimeOffset,
the problem was that the TimeOffset doesn't work in combination with
AnimationPath::NO_LOOPIN
Just to give you some perspective, the way we do this at were I work is we use
hardware frame lock. We have a single computer that is responsible for
generating our frame data (i.e. object position and animation state), this in
turn is broadcast out to all our render nodes. Each frame is tagged
With our distributed rendering setup we don't let the master run till all the
clients are connected. From there we send the master's FrameStamp (so frame
number, reference time, simulation time and just in case also the calender
time) to all the slaves every frame. To manage animations the maste
Hi Harald,
have a look at the osgcluster example. You can see there syncing of viewers
across machines based on the simulation time
Nick
On Tue, Jun 17, 2014 at 9:22 PM, Harald Müller
wrote:
> Hi Robert,
>
> of course you're right, but the problem is the SimulationTime has nothing
> to do wit
Hi Robert,
of course you're right, but the problem is the SimulationTime has nothing to do
with the progress of the animation ... :O
So if I start a Client 5 Seconds later, and it gets Server-Time 5000 the
animation doesn't start at time 5 Sec, it starts from the beginning ...
To take your exa
Hi Harald,
With a cluster you would dispatch the SimulationTime from the master
to all the slaves so that they use the master's SimulationTime, so if
it's simulation time jumps then so till will the slaves.
Robert.
On 17 June 2014 18:32, Harald Müller wrote:
> Thanks!
>
> Hmmm I think the Simu
Thanks!
Hmmm I think the SimulationTime and the ReferenceTime doesn't help me do solve
this problem ...
What I am searching for is function to jump e.g. to the middle of the
animation.
Example:
- Client A starts animation X
- Client A hast 40% finished of animation X
- Server sends control
Hi Harald,
The OSG uses an osg::FrameStamp object to provide control over timing
related features, this object has a SimulationTime and ReferenceTime
parameters. The SimulationTime is the time used by animation codes,
while the ReferenceTime is actual time since the start of viewer's
time stamp w
I also tried to set a FramStamp:
Code:
void MyCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
...
osg::FrameStamp* fsMod = new osg::FrameStamp();
fsMod->setFrameNumber(10);
fsMod->setReferenceTime(10);
fsMod->setSimulationTime(10);
nv->setFrameStamp(fsMod);
...
}
but this doesn'
Hi,
Currently I am playing around with distributed rendering, for that I need to
synchronize Animations between 2 or more computers.
So the easiest way to achieve that is to synchronize animations with a server
time. E.g. if the servers says it is time X, I set the animation on each
computer t
Hi,
Currently I am playing around with distributed rendering, for that I need to
synchronize Animations between 2 or more computers.
So the easiest way to achieve that is to synchronize animations with a server
time. E.g. if the servers says it is time X, I set the animation on each
computer to
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