Hi Robert,
thanks for fast replay!
The qt-example comes with osg-2.8.2 for windows (and does not contain a real
rendering loop, just the frame() call).
It's not about a game project, it's about a GUI tool.
The ViewerBase::frame(..) function seems to contain the whole rendering
sequence includ
lexar wrote:
> Hi folks,
>
> Unfortunately this is not an answer, but a similar question:
>
> I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask
> me, how to modify the scene-graph in safe way? Cause there is no explicit
> rendering loop (as mentioned in many examples
Hi Alexej,
Are you stuck using OSG-1.x?? You viewer example looks like it's from
the 1.x era.
Regardless though, when you have an event driver app the frame loop
just ends up being part of paint call normally so this is where you'd
do update.
Personally I would stay a long way away from event d
Hi folks,
Unfortunately this is not an answer, but a similar question:
I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask
me, how to modify the scene-graph in safe way? Cause there is no explicit
rendering loop (as mentioned in many examples):
Code:
while( !viewer.don
H Darick,
On Wed, Dec 9, 2009 at 5:23 AM, Darick Barnes wrote:
> I'm using the osgviewerqt example with Qt integration. Am I correct in my
> assumption that physics, AI and all other game related updates need to be
> implemented in the virtual void paintGL() function or is there a more elegan
Hi,
I'm using the osgviewerqt example with Qt integration. Am I correct in my
assumption that physics, AI and all other game related updates need to be
implemented in the virtual void paintGL() function or is there a more elegant
way to create a game loop while using QT with OSG.
Thank you!
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