Re: [Plib-devel] ssg animation
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sjbaker
From: Steve B. <sjb...@ai...> - 2000-07-18 07:13:44
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> Dave McClurg wrote: > > Proposed changes: > > ssgSelector would allow more than 32 frames by adding a max_kids param to the constructor > > ssgSelector ( int max_kids = 32 ) ; > > the derived classed ssgRangeSelector and ssgTimedSelector would also take this param. What about the current ability (which I use quite a bit) to pass an integer mask with one bit per child object to enable you to select multiple child objects at once? > also, i would like to move this > > _ssgFrameCounter++ ; > > from the top of ssgCullAndDraw() to the bottom of ssgCullAndDraw() because i want > the animation rate to be based on logic frames and not render frames. Yes - that's becoming important. I was planning on making a new member function in ssgTimedSelector to allow you to ask for either 'realtime' of 'frame-locked' animation. There are cases when each is useful - and I'd like to mix them in the same application sometimes. > I'll just call ssgSetFrameCounter(fc) before calling ssgCullAndDraw(). That'll work in the short term. > My logic frames are scheduled with a timer so that I always have 60 logic frames > per second regardless of my render frame rate. My animation plays correctly > on slow machines and fast ones. I prefer this over non-determistic simulations > where the number of logic frames varies and uses floating point time intervals. Yes - but there are times when frame-locked synchronisation is *CRITICAL*. One example is in a weather simulation model we have at work that does lightning bolts. You need the lightning bolt to appear as briefly as possible - yet never NOT happen because the previous frame took too long to render. To make the lightning look brighter, we do the visual trick of pre-rendering a black lightning bolt, then doing the white one and then another black one. Its CRUCIAL that each of those three things lasts just one frame - irrespective of the elapsed wall-clock time. Anyway - doing this per-object rather than for the entire program seems crucial to me. > Please tell me your thoughts Wibble, wibble, wibble. -- You did ask. :-) -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |