Hi Karl,

There isn't any way for me to know whether you have hit upon a bug or just
that the scene graph you are trying to optimize is structured in way that
could can eliminate the transforms as I simply don't have a dataset that
reproduces it.  One of the things that prevent transforms being flattened
and then removed is if a subgraph has two parents each with it's own unique
transform.

I would add that the Optimizer and all it's parts is a sticky plaster fix
for bad scene graphs, it tries it's best to fix bad scene graphs but it
can't always do everything that could be done.  In an ideal world all scene
graph would be built optimally in the modelling software and never need
this fix up processing.

Robert.

On 22 January 2015 at 11:39, Cary, Karl A. <karl.a.c...@leidos.com> wrote:

> I was recently doing some updates to a converter we wrote and found that
> the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always
> flattening the transforms and I do not understand why. I have verified that
> the MatrixTransforms are marked as STATIC. The only thing I can think of is
> that I have 2 transforms nested, i.e. 1 MatrixTransform has a
> MatrixTransform as it's child which in turn has multiple groups and geodes
> under it. I can flatten it eventually if I first do an optimization
> removing redundant nodes, and then do a second optimization to flatten the
> transforms. The problem is that then I have to do a 3rd optimization to
> remove redundant nodes again. This doesn't make any sense to me. I also
> tried throwing in the
> FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a
> crash. This is being run on the output of a maya2osg conversion from a maya
> file in to a .osg file. Any help in understanding what is wrong would be
> greatly appreciated. Thanks i
>  n advance.
>
> Karl
>
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>
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