The viewer didn't draw the node because you set the value to the node mask
to something that also avoids the cull visitor to process (visit) the node?
You can't set it to 0 because you will also achieve this behavior. Take a
look at the method ViewerBase::frame. To render a frame, it does 3
Hi,
Specifically, AnimationPathCallback has a setPause method.
More generally, you can control which nodes OSG updates (i.e. visits
during an updateTraversal) using node masks. Look at the methods
osg::NodeVisitor::setTraversalMask and validNodeMask for an explanation
about how it works.
Hello,
Paul, when I stop the sim time then stop all animation. Or is it a wrong
guess?
Himar, I tried to change the NodeMask and the viewer did not draw the
node. I think all functions were ignored, but I would ignore the update
callback only.
I have an idea. Can I Copy the update
Hello,
my short question is. When I have a Node with an UpdateCallback function
(maybe a animation), can I skip this function?
Also my Problem is, I export a graph from 3D Max with an animation. The
animation is in a update callback function like the following lines:
[...]
MatrixTransform {
AnimationPath runs off of sim time, so if you mod your app to not
increment sim time, then the animation will not play.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Martin Großer wrote:
Hello,
my short question is. When I have
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