Hi Robert,
First, thanks for the answers.
Next, I get my camera stats, it contains a lot of things :
In _collectMap there are (gpu, true) and (rendering, true), and in
_attributeMapList there are 25 item, which are empty or containing some
things like "cull traversal begin time" or Draw traversal begin time".
After the call of stats->collectStats("scene",true); there are no more
information in the _attributeMapList ... In the code I see that it just add
one flag in the _collectMap so how can I get the scene informations ?
How, I just found that in the stats I wait for are set in the Renderer.cpp,
but in the osg 2.6.1 I didn't found them ... If i'm right ... I cannot get
these stats with the 2.6.1, isn't ?
Thanks.
Regards,
Vincent.
2009/4/23 Robert Osfield <[email protected]>
> Hi Vincent,
>
> Camera's don't have a Stats object assigned to them by default, you
> have to assign it. osgViewer does assign Stats for the viewer camera,
> or at least in 2.8. Go check the differences between the viewer libs.
>
> Robert.
>
> On Thu, Apr 23, 2009 at 9:34 AM, Vincent Bourdier
> <[email protected]> wrote:
> > Hi Robert,
> >
> > I am using the 2.6.1 that's why I didn't found stats code.
> > For the moment, I just copy the code from 2.8 concerning camera stats
> > (visible vertices, ...) but it does not work correctly :
> >
> > In the StatsHandler, in the case of camera stats, there is :
> >>
> >> for(osgViewer::ViewerBase::Cameras::iterator itr = cameras.begin();
> >> itr != cameras.end();
> >> ++itr)
> >> {
> >> osg::Stats* stats = _camera->getStats();
> >> if (stats)
> >> {
> >> stats->collectStats("scene",true);
> >> }
> >> }
> >
> > But when I do _camera->getStats(), I get NULL ... so the stats do not
> > contain anything so I have no stats on the screen.
> > I didn't found if there is an other initialization or something to do on
> > camera to get/compute the stats ... my Handler is very close to the
> > StatsHandler of the 2.8...
> >
> > What do I miss ?
> >
> > Thanks a lot.
> >
> > Regards,
> > Vincent
> >
> > 2009/4/22 Robert Osfield <[email protected]>
> >>
> >> Hi Vincent,
> >>
> >> The osgviewer stats has scene info collection and works pretty fast so
> >> I'm surprised similar code of yours has problems. Is you scene
> >> particular big? How many nodes/geometries etc?
> >>
> >> As for running in a separate thread when not run the thread in a
> >> parallel to the viewer.renderingTraversals(); just put a barrier
> >> before and after the call to renderingTraversals().
> >>
> >> Robert.
> >>
> >> On Wed, Apr 22, 2009 at 3:53 PM, Vincent Bourdier
> >> <[email protected]> wrote:
> >> > Hi,
> >> >
> >> > I have a problem of how-to :
> >> >
> >> > I have a function, which need to run into the graph to count the
> >> > visible
> >> > and total number of face. This is a code which is not so quick... so I
> >> > would
> >> > like to put it in a separate thread to avoid my application lags.
> >> > But, my thread isn't synchronized yet, so in case of the graph
> >> > modification
> >> > ... it crashes.
> >> >
> >> > How can I set my thread to be synchronized with osg threads, keeping
> the
> >> > thread advantage or parallel process to avoid the user seeing a lag
> when
> >> > the
> >> > algorithm traverse the graph ?
> >> >
> >> > This algorithm is based on NodeVisistors, does it change anything ?
> >> >
> >> > Thanks for help.
> >> >
> >> > Regards,
> >> > Vincent.
> >> >
> >> > _______________________________________________
> >> > osg-users mailing list
> >> > [email protected]
> >> >
> >> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >> >
> >> >
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> >
> >
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> >
> >
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