Dirk Reiners wrote:
Hi Marcus,
On Mon, 2005-09-26 at 17:52 +0200, Marcus Lindblom wrote:
ok, fixed and committed.
Great!
>> [snip]
>>
Questions? :)
Do you have any problems with performance? Doing everything via strings
sounds expensive. I probably wouldn't try to use that kind of interface
to create large geometries anyway, but it feels like there could be a
problem here.
Our baseline system is a dual 3.0 ghz p4 system. So.. no, not really. :)
We don't use it to read/create large geometries, those we take via
binary files. So, for simply setting up the scene graph with nodes,
cores, materials, chunks, etc, it's no biggie at all. It's a one-time
shot at the beginning of the application, so as long as it takes less
than 10-15 secs it's no problem. (It's often _much_ faster, and the main
bottleneck when loading is still reading the geometry from wrl or osb.)
But interesting in any case. If you can convince your boss that it would
be good to have other people hack away on that, I'd be interested to add
it. ;)
He's not entirely unreasonable, so I'll see what I can do ;). I've been
pushing for some sort of reward back to OpenSG if our project goes well,
and he thought that would be a nice idea, but could of course not
promise any details. Anyway, it wouldn't be that hard to just exchange
the xml-document for a map<string, string> or something like that, which
you could use. (That would actually be a good idea for us anyway, come
to think of it ).
However, we have a big deadline looming, so I won't have time to do this
in the near future (I really don't have time to write such a long post
either... but nevermind that :). I'll keep it in mind though.
However, the only thing that would fit right away is the name/value to
field(s) mapping. The dynamic creation/linking stuff is a bit too nifty,
not really OpenSG compatible and depends heavily on boost and other
stuff we have here.
I can outline the general ideas however, if someone is interested in
doing something like this. I'd recommend looking at
boost::python/bind/function for the basic stuff/ideas, the rest is
pretty much just factories and a lot of maps from strings to objects, as
is usual in this type of stuff. (So far, I haven't implemented any AST,
as the script language is very simple, no loops/variables/iterations or
anything, just object creation/config/linking and a simple macro system.)
Regards,
/Marcus
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