Sounds cool Steven!

Feel free to log suggestions for the tool SDK with support.

I had ideas for adding methods to the pickbuffer to get surface position, 
normals etc but I am not directly involved with this anymore...
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: 31 July 2012 21:39
To: softimage@listproc.autodesk.com
Subject: Re: SDK : caching the tool context pick buffer

thanks, i am going to use the fps counter for now ...

i made some progress last night... i am caching the pickbuffer properly now and 
can reuse it, its a single view only now and just compares a CTransformation i 
get off the view camera. removing snap reduced the lag a fair bit. the reason 
to use the snap was to get the hit position on the surface. while not complete 
i changed to use the polygon's vertices average position and their average 
normals to setup a CPlane which i then intersect the world ray with. i am not 
checking to see if i am inside the triangle yet but even this saves me 
considerable time and effort in making my own intersection routines. i haven't 
got my brush orientation perfect yet but i think that's just a matter of 
wrangling my oglRotate calls.

fun stuff!
steven

On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson 
<brent.mcpher...@autodesk.com<mailto:brent.mcpher...@autodesk.com>> wrote:
The longer a tool takes to process an input event the less events that gets 
generated by the window system so you would have a bigger distances between 
mouse move events. (which could lead to gaps in brush spacing in a paint tool 
etc)

I guess you really want to measure mps - mouse events per second. ;-) The fps 
counter should work because when interacting the tool generates a redraw after 
each mouse event but you would need to try it to be sure.
--
Brent

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Steven Caron
Sent: 31 July 2012 20:59
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: SDK : caching the tool context pick buffer
@brent, can i use softimage's fps counter to do speed testing? does that 
counter represent the entire ogl rendering pipeline?

no biggie if not, i just didn't want to have to make my own profiling/fps 
counter.

s
On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron 
<car...@gmail.com<mailto:car...@gmail.com><mailto:car...@gmail.com<mailto:car...@gmail.com>>>
 wrote:
well the CGeometryAccessor is a dump of everything too, but its just float/long 
data arrays instead of full fledged classes. at least i could cache this data 
easily without loops...

should be a fun exercise, which is available here for anyone who is 
interested...

https://github.com/caron/SimpleBrush
On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson 
<brent.mcpher...@autodesk.com<mailto:brent.mcpher...@autodesk.com><mailto:brent.mcpher...@autodesk.com<mailto:brent.mcpher...@autodesk.com>>>
 wrote:
I would say use the GeometryAccessor but I have probably used the SDK less than 
most of you guys. ;-).

One thing that always bugged me about GetPolygons and related geometry calls is 
that they return an array of *all* the polygons in the object so it is a really 
inefficient way to access a single polygon when you know its index.

l_polymesh.GetPolygons().GetItem(l_compIdx);

GeometryAccessor seems designed to address this shortcoming.


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