Thx once again Carsten, would not have been that far without your help :)
> 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?
>
not that important, just if there would have been an alternative i'd have
used it, just for some statistics.
>> 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<http://www.comp.nus.edu.sg/%7Etants/tsm.html>>
for more details
for the moment i skipped shadows, we have to think about how to re-implement
it in our framework at another time.
One question once again, then i'm already done with converting it (then
testing and looking if everything works) starts
i'm struggling about how i can reimplement the following, or if that isn't
necessary any more?
GeometryPtr geo = Geometry::create();
...
geo->getIndexMapping().push_back(Geometry::MapPosition);
geo->getIndexMapping().push_back(Geometry::MapColor |
Geometry::MapNormal |
Geometry::MapTexCoords);
cheers, Georg
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