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. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62333#62333 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

