Hi Allen,

Allen Bierbaum wrote:
>>>    * COLLADA plugin support for both the reading and writing of COLLADA
>>>      1.4 .dae files. 
>>>       
>> That's a nice one, admitted.
>>     
> So can we build off of it?
>   
 From what Gerrit wrote it looks like they're pretty comparable anyway.
>> That's a trivial thing to add to the Thread abstraction. AFAIK from the 
>> source they don't do anything automatic, you have to tell the system 
>> which processor you want to run each thread on.
>>     
> If it is trivial, can we get it in for OpenSG 1.8. It may be trivial, 
> but it can also be critical in some cases.
>   
If anybody wants to do it, be my guest, I'm a little swamped right now. 
If you do it, please also do it for 2. ;)
>> That's not a bad one, but the implementation is the simplest possible 
>> way and not very efficient in terms of texture memory use (simple linear 
>> greedy fitting). It will probably still give a speed boost for many 
>> cases, but there's not a lot to it. They seemed to have taken good care 
>> of all the corner cases though, which is one of the main problems for 
>> these kinds of things.
>>     
> So if it has a simple implementation could we port it over to OpenSG 
> fairly easily?
>   
The main problem is changing the texture matrices/coordinates on the 
changed objects. If we're willing to make this non-totally-general it 
should be fairly easy.
> Anyone interested in doing this????
>   
I'd be happy to give hints if anybody wants to give it try.
>>>    * GPU timing stats have been added to the viewer class, provided the
>>>      time taken to process allow drawing operations down on the GPU for
>>>      the previous frame. Coupled with the existing timing of CPU
>>>      update, cull and draw dispatch the stats reporting now provides
>>>      the end user with a clearer idea of whether their application is
>>>      CPU or GPU limited and server as a better guide to performance
>>>      optimization work
>>>       
> I would be intersted in working with you on this for OpenSG 2.0. I would 
> really like to get some of these stats.
>   
Jan Springer and his people have added this for 1.6, but I haven't 
looked at it yet. If somebody wants to give it a try please let him 
know. I assume Gerrit is thinking about it for 2 right now. It's coming.
>> OSG has an advantage with their local state overrides there, so that 
>> will be harder in OpenSG. I've been interested in Texture Atlass before, 
>> but more for normal map generation, which is a much harder problem and 
>> one that I javen't found a nice solution for. Note that both NVidia and 
>> ATI have free tools for creating those, so if you need them take a look 
>> at those.
>>     
> Approximately how much effort would this take? Is it a weekend project 
> or a master's thesis?
>   
It's more about how general do we want to make it. If we restrict 
ourselves to changing texture coordinates instead of matrices it would 
be a busy weekend but a weekend nonetheless.

    Dirk

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