[eq-dev] Sequel - Animation
Stefan Eilemann
eilemann at gmail.com
Wed Feb 8 14:44:29 CET 2012
Hello,
On 8. Feb 2012, at 13:12, oliver [via Software] wrote:
> is there a preferable way to animate objects in Sequel? At the moment I extended seq::ViewData and use the update function, calculating a time delta for smooth animations. But this way it is calculating the animation stuff on every frame.
How often/when do you want to update your animation? Naively I would do it just before each frame, using the time delta since the last update, but apparently you've got something other in mind.
> Is there a construct like glutTimerFunc? Because I have a single node/multi-gpu system it would be perfect to have an update func in seq::Application which is called in a defineable interval getting a time delta attribute with the time since the last call.
Afaik glutTimerFunc is still called in between frames (GLUT is single-threaded), so one could simply check if enough time has elapsed at each frame to get the same functionality in Eq.
We *could* call a timer function asynchronously, but you wouldn't be able to do anything useful there since your render threads are accessing the data. I think the most sane place is still between frameFinish and frameStart, unless your animation update is expensive.
I guess if you're not happy with doing animations on a per-frame base, I would need more background requirements to understand what you need.
HTH,
Stefan.
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