at 17:43, Xia Baobao wrote:
Hi,
Thanks to osgViewer::StatsHandler, I can see the time of update traversal,
cull traversal, draw and so on.
However, I am unable to record them.
Now I want to collect the time of update traversal and cull traversal of
each frame, and write them to files
Hi,
Thanks to osgViewer::StatsHandler, I can see the time of update traversal, cull
traversal, draw and so on.
However, I am unable to record them.
Now I want to collect the time of update traversal and cull traversal of each
frame, and write them to files.
How to?
Thank you!
Cheers,
Xia
Hi,
I want to implement a custom node with a custom nodecallback by serializer.
I have read a chapter of serializer in OpenSceneGraph 3.0 Beginner's Guide and
this webpage -
http://trac.openscenegraph.org/projects/osg//wiki/Support/KnowledgeBase/SerializationSupport
I know how to implement a
in the OpenSceneGraph/src/osgWrappers/serializers/*
directories. You don't need to create plugins to provide serializers,
you can add them directly to you application and they'll be
automatically registered.
Robert.
On 8 May 2015 at 03:34, Xia Baobao wrote:
Hi,
I think I need to use
Hi,
I think I need to use DotOsgWrapper in my program.
But I didn't find much about it.
The most helpful material I found so far is this topic. But I am not sure I can
get through with it.
http://forum.openscenegraph.org/viewtopic.php?p=16629#16629
So, recommend me some if you know.
I think
By reading a book of OSG, finally, I kind of solved this problem.
In my opinion, it is caused by the usage of DisplayList. OSG uses DisplayList
by default, and it takes time for DisplayList to be compiled. If I use VBO or
naive OpenGL rendering, problem is solved. I can use
My Code
---
Code:
int times = 0;
int times_on_rendering = 0;
osg::ref_ptrosg::Geode new_geode = NULL;
class ReplaceGeode : public osg::NodeCallback
{
virtual void operator()( osg::Node* node, osg::NodeVisitor* nv )
{
/*
Thank you. I didn't expect such detailed answer.
( It has been 2 months since the post. Sorry about replying such late. I have
to do some other things for a while. )
I have tried getBound(), but it doesn't work for me.
From your description, it seems getBound() is what I am looking for. I will
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
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