I want to implement a dynamic node. Actually, it is a terrain, changing with 
time. The calculation costs a lot, which cannot be done in one frame.
My "silly" attempts are as follows: 
At first, I tried to change vertices in an UpdateCallback, with the whole 
change done per frame. Of course this attempt resulted in a very low frame rate.
Then I tried to do the calculation in another thread (using pthreads ). The 
data would only be changed after the calculation. So the change were not done 
every frame. But I still had to replace all vertices of the node in one 
UpdateCallback, which I guessed should still be very slow.
I came up with an idea. I constructed a new node from the new data. And in the 
UpdateCallback, I replaced the old node with the new node. I thought the new 
node would be compiled, so it would be fast.
Actually, It failed again, it took a long time to replace the node. 

I still want to ask, is there any way to implement a compiled node?
I am also curious about other solutions.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62332#62332





_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to