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. _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/