The rule of thumb is that the  Data Variance should be set to DYNAMIC on 
instances that change once that have been added to the Scenegraph. The short 
reason why is that this allows the Cull and draw threads to correctly handle 
and stage any changes that may be made in the app threads to the instances 


Gordon

__________________________________________________________
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com


__________________________________________________________
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
- Master Tambo Tetsura

 

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, September 17, 2008 7:54 AM
To: [email protected]
Subject: [osg-users] DataVariance

In OSG 2.6, is the DataVariance value only used by the Optimizer or is it also 
used during the frame processing? 

I've had some problems in the past with the StaticObjectDetectionVisitor and 
the Optimizer (assume "sharing" part of the Optimizer) doing some things to my 
scene graph which cause it to render incorrectly when I don't specify my 
DataVariance as being DYNAMIC. 

Is there a reason why there is a StaticObjectDetectionVisitor being done when 
setSceneData() is performed independent of the Optimizer settings? Is the 
DataVariance value used by something other than the Optimizer?

Paul P.



      
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