Re: [osg-users] how can I ignore the UpdateCallback

2009-10-17 Thread Himar Carmona
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

Re: [osg-users] how can I ignore the UpdateCallback

2009-10-16 Thread Himar Carmona
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.

Re: [osg-users] how can I ignore the UpdateCallback

2009-10-16 Thread Martin Großer
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

[osg-users] how can I ignore the UpdateCallback

2009-10-15 Thread Martin Großer
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 {

Re: [osg-users] how can I ignore the UpdateCallback

2009-10-15 Thread Paul Martz
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