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 ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users