Amaury Aubel (aubel++at++lig.di.epfl.ch)
Thu, 22 May 1997 09:50:42 -0600
Somewhow I can't get pfNode work correctly with my application.
I have a separate animation engine (i.e. not reflected in the Performer scene
tree with DCSs), which is called every frame after pfFrame().
Consequently when a switch between children occurs at the pfLOD level I also
have to switch data structures for my animation engine. I wrote a callback
function for the pfLOD to handle this. This callback is performed Post Cull
because it seems there's no other time when I could call it.
The problem is that at the frame when the switch occurs it is too late to call
my animation engine because the data must have already been propagated down the
pipe to the Draw process and so I have one frame which is a real mess.
Does anyone know how I could avoid this flickering?
-- +----------------------------------------------------------------------+Amaury Aubel aubel++at++lig.di.epfl.ch EPFL-LIG, 1015 Lausanne/Switzerland Fax: +41 21 693 53 28 Swiss Federal Institute of technology, Computer Graphics Lab
+----------------------------------------------------------------------+
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