Hi Werner,

On Sat, Oct 2, 2010 at 11:39 AM, Werner Modenbach
<[email protected]> wrote:
>> This is a snippet from frame (ViewerBase.cpp):
>>
>>     eventTraversal();
>>     updateTraversal();
>>     renderingTraversals();
>
> Yes, I have seen this small sequence :-)
>
> But I have no idea which of the 3 calls takes so much CPU power, even if
> nothing changed. Which method might cause my problems?
> What about the dirty flags? Can I use them in any reasonable kind to improve
> the behaviour?

If you run a continuous frame loop then the only thing blocking the
frame will be vsync or CPU/GPU limit.  I would recommend that you
almost always run your app with vysnc on so on, as this maximizes the
visual quality and gates the framerate to all that is actually
required so you aren't using CPU and GPU resources unnecessary.

> Or does this mean I have to keep track of any changes in the scene and any
> events outside?

Um.... that all depends upon what you are trying to achieve with your
application, you haven't said anything about what type of application
you have, whether you are testing in debug, whether you have vysnc on.
  It's impossible for us advice what is sensible what the actual
problem is so open ended.

Robert.
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