Hi Kristofer,

I have done a review and your approach is cleaner than the original but I'm
not entirely comfortable about deferring the setMatrix to the cull
traversal as it not ideal for mulit-thread and multi camera applications.
 As you say the AutoTransform also does this which has it's own problems in
the multi-thread and multi-camera case.

Another issue is that you use the ModelViewMatrix to compute the
anti-squish matrix while the original code uses just the model matrix that
transforms the subgraphs from local to world coordinates.  What is the
reason for this?

Robert.


On 6 January 2014 15:17, Kristofer Tingdahl <[email protected]>wrote:

> Hi,
>
>
> We are trying to get our software working without continuous rendering,
> and that involves optimizing the scene tree in such a way that it only
> triggers rendering when needed.
>
> As this is done using the getNumChildrenRequiringUpdateTraversal, we only
> wish to have update traversals when actually needed.
>
> One of the classes that triggers continuous rendering is the AntiSquish
> class used by the manipulators. I have re-designed that so that it becomes
> more similar to the AutoTransform, which only reshaping at the
> cull-traversal.
>
> I have used in the manipulator-test-program, and cannot see any
> regressions. I could foresee that there should be an initial update so that
> the green squares are not culled away in the first place. I do however
> think that as the anti-squish will only change the proportions of the tabs,
> they will remain in the same spot and there is minimal risk that they will
> be culled away.
>
> This patch should only be considered to the trunk as it changes that ABI.
>
> Best regards,
>
> Kristofer Tingdahl
>
>
>
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>
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>
>
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