i didn't realize the pickbuffer in ogl could provide that or maybe it was
a convenience function the sdk would provide over the standard ogl pick
buffer?

regardless, i will bring this up as a suggestion.
s

On Wed, Aug 1, 2012 at 1:32 AM, Brent McPherson <
brent.mcpher...@autodesk.com> wrote:

> 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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