Curtis L. Olson writes:
> Jim Wilson writes:
> > Yes it sure is strange.  When David moved it to the main scene graph that
> > fixed the problem, and just about eliminated the z-fighting between model
> > objects.  When I get a chance I'm going to take a look at
> > sgCullandDraw() and the ssg source, just out of curiosity.
> 
> There's nothing magic about ssgCullAndDraw() ... it just traverses the
> scene graph and dumps out the corresponding opengl draw commands:
> 
>    do_needed_changes();


Make that do_needed_*STATE*_changes()


>    glBegin();
>    do_opengl_draw_commands();
>    glEnd();
> 
>    repeat for each leaf node.
> 
> There is really no performance hit with using multiple ssgRoots.
> 
> The only thing slightly tricky is that each leaf node in the scene
> graph can have an ssgSimpleState attached and ssg does 'lazy' state
> changes.  In otherwords, ssg keeps track of the current opengl states
> and when a new ssgSimpleState is applied, it only changes the items
> that are different from the previous state.  OpenGL state change can
> get expensive, so minimizing it can be a big performance win.
> 
> As long as you understand what's going on inside of ssg (which is
> pretty straightforward) it is not difficult to mix ssg drawing with
> your own raw opengl drawing.  The biggest thing to watch out for is
> 'state' management.  If you change state outside of ssg's state
> changing mechanism, then you can throw ssg out of sync so it might not
> set a state it needs to and you can get your ssg rendered stuff
> screwed up.
> 
> Regards,
> 
> Curt.
> -- 
> Curtis Olson   IVLab / HumanFIRST Program       FlightGear Project
> Twin Cities    [EMAIL PROTECTED]                  [EMAIL PROTECTED]
> Minnesota      http://www.menet.umn.edu/~curt   http://www.flightgear.org
> 
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-- 
Curtis Olson   IVLab / HumanFIRST Program       FlightGear Project
Twin Cities    [EMAIL PROTECTED]                  [EMAIL PROTECTED]
Minnesota      http://www.menet.umn.edu/~curt   http://www.flightgear.org

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