Thanks Pjotr, changed merged and submitted to svn/trunk.
On 25 June 2014 13:09, Pjotr Svetachov <[email protected]> wrote: > Hi Robert, > > For a scene with a lot of animated agents I did some small > optimizations to reduce cpu overhead: > 1) Avoid a load-hit-store in UpdateBone. b->getMatrixInBoneSpace() > returns the same matrix that was just stored with b->setMatrix() > 2) Avoid calling element->isIdentity() for the whole transform stack > (can be expensive is element is a matrix) > 3) Make the key frame interpolator use binary search instead of a > linear one. This is very noticeable in scenes where some geometry has > long repeating animations that start at the same time, you will see > the update time grow then reset and grow again. > > Cheers, > Pjotr > > _______________________________________________ > 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
