Hi Robert,

You're right of course, I was just asking if you remember something about
that, but the code seems to always tell the truth, and so I need to upgrade
... I'll notice that for the day when we upgrade.

Thanks for your time and your explanations.

Regards,
   Vincent.

2009/4/23 Robert Osfield <[email protected]>

> Hi Vincent,
>
> I can't keep track of every little bit of code in every previous OSG
> release.  The code works in 2.8.0 as far as I'm aware so why not just
> upgrade, all it should require is a download and recompile of the OSG
> and your app.
>
> Robert.
>
> On Thu, Apr 23, 2009 at 10:13 AM, Vincent Bourdier
> <[email protected]> wrote:
> > 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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