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 > >> >> > > >> >> > > >> >> _______________________________________________ > >> >> 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 > >> > > >> > > >> _______________________________________________ > >> 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 > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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