Hello Georg,
Georg Stevenson wrote:
> is there a possibility to get the nr of CulledNodes for statistics and
> performance measurement in OpenSG 2.0?
>
> in OpenSG 2.0 we did it like that:
> SimpleStatisticsForegroundPtr sf = SimpleStatisticsForeground::create();
> sf->addElement(DrawActionBase::statCulledNodes,
> "%d Nodes culled");
hm, that particular counter is present, but commented out in
RenderActionBase. I'm not sure what the reason for that is, but
reenabling should not be very difficult. How urgent is this for you?
> And more important:
> How does shadowing in OpenSG 2.0 works, or how can i adapt the old
> viewport based behaviour to the new one?
For something that is relatively close to the viewport based shadows you
can use the ShadowStage
(Source/System/NodeCores/Groups/Effects/ShadowStage). It is a Stage
which is the general method of rendering to something different than the
window framebuffer (i.e. in most cases an FBO).
The "real" way to do shadows in 2.0 is to make use of the LightEngines
that can be attached to a light source. There is currently one that
implements just the basic shadow map algorithm and one in
Contrib/TrapezoidalShadowMaps that implements are more advanced view
dependent algorithm [1].
Cheers,
Carsten
[1] TSM is in contrib because there is a patent issue with the
algorithm, see the algorithm authors page
<www.comp.nus.edu.sg/~tants/tsm.html> for more details
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