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does viz.go() have an antidote?
I am looking for a command: maybe viz.stop()
that simply kills all timers, and "freezes" keyboard/mouse inputs but does not kill the head tracking... right now, I am using an infinite loop, which is by far the least elegant of ways... but it stops the user once thir time is up. Also, is there a way to put a "console" message (something like "Thank you for your participation") in the user's view after their time is up (and the above STOP command has been issued) Thanks! |
viz.waittime is not much better than an infinite loop
I substituted the infinite loops with the following snippet:
Code:
endLabel.message("Thank you for your participation!")viz.waittime(5)I have had trouble with viz.waititme on other occasions. Can you please explain the correct way to use it or suggest alternative solutions to my problem (see previous post) Thanks again. |
Hi,
The command viz.pause will freeze all current timers, which can later be resumed with viz.play(). This doesn't stop keyboard and mouse events though. An alternative might look something like this: Code:
def StopEvents():To display text to the user you can create a text object like so: Code:
text = viz.add(viz.TEXT3D,'Thank you for your participation',viz.SCREEN) |
Hi,
viz.waittime should only be used with director functions. If you use the command outside a director function then it affectly freezes the graphics engine for 5 seconds. The following code shows how to accomplish this with director functions: Code:
def DisplayMessageAndQuit():Code:
viz.director(DisplayMessageAndQuit) |
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