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 > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > >
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