Hi Lukasz and Robert,

if it would happen that FrameTimeDelta/SimulationTimeDelta will get to OSG, I 
would vote for having a possibility to:

- set FrameTimeDelta to zero for the next frame (generally useful, at the 
start of the application, when loading a big model, when starting continuous 
redraws after an idle time,...)

- override default FrameTimeDelta/SimulationTimeDelta computation by the 
custom one

John


On Wednesday 23 of October 2013 09:18:03 Robert Osfield wrote:
> Hi John,
> 
> If we do introduce a FrameTimeDelta/SimulationTimeDelta then it wouldn't be
> replacing any of the existing time values, and current animation callbacks
> that rely upon then wouldn't be changed to use the new Delta versions.
>  Given this I wouldn't expect any problems with using ON_DEMAND, or when
> frame times are longer than usual due to loading etc.
> 
> In general I feel that writing animation code based on absolute rather than
> relative time values is generally more robust - which is why I haven't ever
> encouraged it by implementing a Delta time value myself.
> 
> Robert,
> 
> On 23 October 2013 07:48, PCJohn <[email protected]> wrote:
> > Hi Lukasz and Robert,
> > 
> > sorry, I did not look on the source code, but I have a comment to the
> > Delta[Simulation|Frame]Time. I am using OSG in ON_DEMAND run scheme, e.g.
> > not
> > using 100% CPU and redraw only when needed or when there is animation in
> > the
> > scene (CAD oriented usage model). Usually, I get continual animation only
> > when
> > I rotate model or move the camera (using camera manipulators). What would
> > be
> > the meaning of DeltaFrameTime in such user scenario? Patricularly, the
> > user
> > stops camera movement, watches the static scene for 10 seconds and then
> > starts
> > another camera manipulation. Does it mean that for the start of the second
> > camera manipulation, the first frame will get DeltaFrameTime of 10
> > seconds? The
> > same issue might be for DeltaSimulationTime (not sure). Getting such big
> > peaks
> > is definitely not something I would like. Similar issue might appear in
> > CONTINUOUS_UPDATE scheme as well when loading big models, and you do not
> > get
> > frame update for, say, 1 second.
> > 
> > John
> > 
> > On Tuesday 22 of October 2013 15:59:38 Robert Osfield wrote:
> > > Hi Lukasz,
> > > 
> > > I have now done a code review and as things stand don't feel they are
> > > appropriate to merge.
> > > 
> > > The problems are that it introduces a DeltaTime property to
> > 
> > osg::FrameStamp
> > 
> > > but there are two distinct concenpts of time stored by FrameStamp -
> > > SimulationTime and FrameTime and it's not clear what this new property
> > > referrs to.  From your implementation I can see it a DeltaFrameTime,
> > > however, normally for simulation work you'd want to use
> > 
> > DeltaSimulationTime
> > 
> > > so perhaps you haven't spotted this subtle difference.  For consistency
> > 
> > it
> > 
> > > would be required to add a DeltaSimulationTime and DeltaFrameTime, or
> > > perhaps SimulationTimeDelta, FrameTimeDelta would flow better.
> > > 
> > > Another missing element is that the FrameStamp values are passed into
> > > shaders via the osg_SimulationTime and osg_FrameTime unifiorms, the code
> > > for this is in osgUtil::SceneView. If we do add the delta's in then it
> > > would make sense to expose them in shaders like we do from
> > > SimulationTIme
> > > and FrameTime.
> > > 
> > > Robert.
> > 
> > _______________________________________________
> > osg-submissions mailing list
> > [email protected]
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegrap
> > h.org
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