An idea for a new feature: an "OnFrame" callback

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Mel
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An idea for a new feature: an "OnFrame" callback

Post by Mel »

I've seen that, although there is already an "OnAnimationEnd" callback, it would be useful to have also callbacks for any frame. Perhaps to draw footsteps on the ground while the animation of a character hasn't ended yet, or to display any special effect, so it is not hardcoded, but triggered by this kind of event. And that a single animated mesh could have any amount of "OnFrame" callbacks.

How about it?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
teto
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Post by teto »

can't you just inherit from IAnimatedMeshSceneNode and reimplement onAnimate or sthg like this ?
Using trunk with mingw/gcc 4.6, Windows 7 64 bits driver opengl
Mel
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Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

Is like that how the "OnAnimationEnd" callback is implemented?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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