Hi Ryan See http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProt ocol For contribution procedures
__________________________________________________________ Gordon Tomlinson [EMAIL PROTECTED] IM: [EMAIL PROTECTED] www.vis-sim.com www.gordontomlinson.com __________________________________________________________ -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kawicki, Ryan H Sent: Monday, September 08, 2008 11:25 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Speeding Up osgText? Nope, we rarely use the backdrop feature. I'll look into optimizing the code based on the comment. If I do make some modifications that seem to benefit, what procedures do I need to take to get these changes integrated into the OSG baseline? Are the procedures posted on the website? Thanks. Ryan H. Kawicki The Boeing Company Training Systems & Services Software Engineer -----Original Message----- From: E. Wing [mailto:[EMAIL PROTECTED] Sent: Saturday, September 06, 2008 6:46 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Speeding Up osgText? > void Text::computePositions() > { > unsigned int size = > osg::maximum(osg::DisplaySettings::instance()->getMaxNumberOfGraphicsC > on > texts(),_autoTransformCache.size()); > > // FIXME: OPTIMIZE: This would be one of the ideal locations to > // call computeAverageGlypthWidthAndHeight(). It is out of the > contextID loop > // so the value would be computed fewer times. But the code will > need changes > // to get the value down to the locations it is needed. (Either > pass through parameters > // or member variables, but we would need a system to know if the > values are stale.) > > for(unsigned int i=0;i<size;++i) > { > computePositions(i); > } > } So I am not an expert on the osgText implementation, but I think I am the one that wrote that comment. I wrote that when I added the backdrop text and gradient feature to osgText. My strategy was to make the least amount of structural changes as possible because the implementation was sufficiently complicated enough, so optimization wasn't my goal. I think that above block already existed in some form before my changes, but as I was refactoring trying to fit in the new features, I think I took note of that block of code and added that comment realizing it could be faster. I suggest if you are looking for a way to speed things up, you could try to do exactly what that comment says. I honestly don't remember the code at this point, and I never really profiled how much time was spent in that loop. But I think it is one of the more staightforward and obvious places that can be optimized (but probably tedious). Another thing to note is with the backdrop feature on, it isn't terribly efficient if I recall, because it needs to repeat for every direction of the shadow. So if you do outline text, you multiply by 8 or 9 passes. So don't turn on backdrop text if there are performance problems. -Eric _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

