Hi Allen,
Allen Bierbaum wrote:
> I need to collect some statistics for a recent project so I have been
> tracing through the Statistics code in OpenSG 2.0. I have to confess
> that I am pretty confused about how to get things work. I think I can
> hack it but I don't really understand what is going on. OpenSG is so
> flexible that I can't see the forest through the trees so to speak.
> Anyway, here are a few questions I can up with when going through this code.
>
> - How do you know which stat elements you can add? (it looks like some
> are specific to certain actions and node types)
You can add any of them, but they might not get used, depending on your
scenegraph and action.
> - How do the stats get hooked up with the actions? Adding an element
> (SimpleStatisticsForeground::addElement) just seems to push stat ids on
> a list. How does this tell the traversal to actually collect that
> statistics?
The Action has a collector that needs to collect them. The forground just
displays (a subset) of them.
> - Where can I find a list of available stats, when they can be used, and
> how to enable/disable them?
Sorry, just in the code.
> - Why do the stats have StatElemDesc's specific to certain draw
> actions? Couldn't we use the same state name in multiple traversals so
> the code doesn't break when you switch actions? (for example why are
> their two statDrawTime's in the code)
Legacy. The RTA has newer, namespaced names. The RenderAction will go away.
> - Would it be possible to load some stat "harnesses" dynamically? For
> example could we add a dynamic stat util library that would allow access
> to the Nvidia perf sdk? (we already have some code for this in
> testOcclusionCulling.cpp, but it uses ifdefs to enable/disable the code)
Not sure how to do that, as you need to actually insert code in a number of
different places to make that work.
Dirk
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