On Saturday 02 October 2010 11:52:08 Alberto Luaces wrote: > Changing the subject since this is a different topic.
Sorry, was by accident. > > Werner Modenbach writes: > > Can you please give a compareable short explanation on how frame() calls > > are generated and what happens inside then? > > The background of my question is the behaviour and the experience I got > > with Qt Adapterwidget. There we have a timer calling frame() every xx > > msec. On many systems this drives CPU activity to almost 100% - even if > > nothing happenes and nothing changed in the scene. > > The best way of seeing it is in the source code. frame() is not a > complicated function at all, but launches the update, cull and render > traversals every time it is called. Obviously, if nothing in your scene > changes and you don't need to redraw, you could avoid calling it. > > This is a snippet from frame (ViewerBase.cpp): > > eventTraversal(); > updateTraversal(); > renderingTraversals(); Yes, I have seen this small sequence :-) But I have no idea which of the 3 calls takes so much CPU power, even if nothing changed. Which method might cause my problems? What about the dirty flags? Can I use them in any reasonable kind to improve the behaviour? Or does this mean I have to keep track of any changes in the scene and any events outside? _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org