Hi Paul,

On 1/19/07, Paul Martz <[EMAIL PROTECTED]> wrote:
It might be handy to have stats collection on a per-node basis. That way,
one possible stats display could be a color-coded scene graph hierarchy,
colors indicating time consumed processing that particular node and its
subgraph on a specified cycle (update cull or draw). This would help
developers identify "hot spots" within their scene graph, responsible for
most time consumption.

I think the way to do such stats is to be it possible for users to add
callbacks into the scene graph to collect the stats they want.  I
certainly don't want to push stats collection at a fine grained level
such as nodes as it'll be a real tangled mess to manage and
performance would take a real hit.

Their are also practical limits to the type of stats you can collect -
for instance nodes can have their update and cull times caught by a
NodeCallback, but you can't collect draw stats as Node don't have
anything to do with the draw traversal - its only Drawable and
StateSet's.

Robert.
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