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There are 3 key parts to utilizing the built-in dynamic data update support:

  1. When you create you vsg::Data you must set the data->properties.dataVariance to vsg::DYNAMIC_DATA or DYNAMIC_DATA_TRANSFER_AFTER_RECORD.
  2. The viewer.compile() must be called afterwards to locate any dyanamic data and place it into the Viewer/RecordAndSubmitTasks vsg::TransferData containers so it can be checked on each new frame and any data that has changed can be update.
  3. Call data->dirty() after you update the data so that the TransferData can detect that data needs to be transferred to the GPU.

For scene graphs that you create and then compile after then initial viewer.compile() you'll need to do the compile …

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