From: Simon C Mills (simon++at++wgs.estec.esa.nl)
Date: 02/07/2001 00:59:59
Hi Performers,
I have a question about the recommended way to implement dynamic
geometry that depends on the eye position (similar to billboards).
Currently I'm attaching pre-cull node callbacks that update geometry
using pfFluxes. It's works OK in a single channel situation but I'm not
sure this is the "recommended" way to do it. In a multi-channel
situation the last channel updates are used in all channels (at least
that's what appears to be happening). I guess the CULL process is doing
all channels and the last one is used for drawing all channels in the
DRAW process. How can I avoid this?
I had originally started with APP node callbacks (not forgetting to set
the channel share mask to NOT share APP process callbacks) but these are
kicked off by pfFrame apparently _after_ eye position updates, done
after pfSync and just before pfFrame, are passed to the CULL process.
Result is that the geometry updates are one frame behind eye position
updates.
Regards, Simon
_______________________________________________________________________
Simon Mills
Modelling & Simulation Section (TOS-EMM) Tel: +31 (0)71 565 3725
European Space Agency (ESA/ESTEC) Fax: +31 (0)71 565 5419
Postbus 299, 2200AG Noordwijk e-mail: simon++at++wgs.estec.esa.nl
The Netherlands http://www.estec.esa.nl/wmwww/EMM
_______________________________________________________________________
This archive was generated by hypermail 2b29 : Wed Feb 07 2001 - 00:59:10 PST