Hi Jannuk, This will cause a race condition if there are multiple cull threads, and any geometry tests that depend upon the correct position will fail. This might be OK for certain apps, but not as a default.
Robert. On 4 April 2015 at 16:10, Jannik Heller <[email protected]> wrote: > Hi Robert, > > I have here a sizable performance improvement for RigGeometry. > > The skinning was done in a Drawable::UpdateCallback, which means we > calculate new vertex positions every frame even if the drawable is culled. > I have moved it to a Drawable::CullCallback instead, dramatically > improving performance when there are RigGeometry not currently in the view > frustum, as often the case in big scenes. > To prevent multiple updates per frame when multiple cameras are used, the > CullCallback only updates if the framenumber changed. > > I have tested this works in my engine and the osganimationskinning example. > > The attached patch is based on svn/trunk r14821. > > Cheers, > Jannik > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=63273#63273 > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > >
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