Good spot Robert, I had accidentally backed out the original fixes. Here's the file with both fixes back. Cheers!
On 1 June 2010 13:09, Robert Osfield <[email protected]> wrote: > HI Michael, > > I'm just reviewing your changes and thumbs up to the changes to > osg::State, the only thing I've tweaked is moving the initialization > of the cached matrix into the constructor so that we don't have to > keep checking the existence of the matrix, we can just assume it's > valid and set. Once I've done some testing I'll check this in. > > In review the changes to Text3D.cpp the first for loop two block's > you've modified I understand, but the last block I'm a bit perplexed > by - the original code looks a bit out sync with the two other blocks > as well. The part I'm looking at is why the local matrix is > initialized to the getModeViewMatrix(), rather than the > original_modelview matrix as is done with the other blocks. Did you > spot this as well? > > Robert. > > On Tue, Jun 1, 2010 at 11:17 AM, Michael Platings <[email protected]> > wrote: > > Hi Robert, I prefer that solution too :) Here's the revised submission > with > > the suggested changes > > > > On 31 May 2010 17:06, Robert Osfield <[email protected]> wrote: > >> > >> Hi Michael, > >> > >> I've just reviewed your submission and feel that the implementation > >> while a clever optimization makes the code less readable and long term > >> more likely to introduce it's own quirky bugs as it's be easier for > >> follow up submissions to break it. > >> > >> I understand the motivation behind the optimization though, so am > >> wondering about what other solutions there might be. My first thought > >> was alter osg::State::applyModelViewMatrix() to allow us, via a bool, > >> to force the re-sending of the matrix to OpenGL. Or we could just > >> have two methods - a lazy updating one like we have now and the non > >> lazy updating one that Text3D requires. > >> > >> I am also wondering about whether we can just cache a RefMatrix in > >> osg::State for just the cases such as this - so we could avoid the new > >> completely. > >> > >> This all pushes complexity from Text3D into State, but I can see both > >> changes above being useful in other codes so I'm not opposed to this. > >> > >> Thoughts? > >> Robert. > >> > >> On Tue, May 25, 2010 at 11:53 AM, Michael Platings <[email protected] > > > >> wrote: > >> > Hi Robert > >> > I've modified Text3D so that it doesn't crash when RenderMode is > >> > PER_FACE. > >> > I've also reduced the number of times that new is called - gives me a > 5% > >> > frame rate increase. > >> > > >> > _______________________________________________ > >> > osg-submissions mailing list > >> > [email protected] > >> > > >> > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > >> > > >> > > >> _______________________________________________ > >> osg-submissions mailing list > >> [email protected] > >> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > > > _______________________________________________ > > osg-submissions mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >
Text3D.cpp
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