BlankDVD wrote:
> 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.


At this point, have you try just playing with builtin threadingmodel?
If you go further (using your own threads) you came into interthreads 
synchronization with Mutex protection resources.


> 
> 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.


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http://forum.openscenegraph.org/viewtopic.php?p=62333#62333





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